I have created a game with Unity.
I have exported it as a Xcode project.
I want to create a pod from that Xcode project.
My problem is that the exported Unity project has a Native folder that contains way too many files.
When installing my podspec for the Unity project my computer runs out of ram when trying to write up the Pods.xcodeproj.
Has anyone faced a similar problem as this one?
No you can perfectly do that. But in order to achieve what you are asking, you should your game as a view in native ios and then use cocoapods to add extra capabilities to your ios app. In this case your game becomes like a component in your native ios app and you can play with the rest of your app as you wish here is a guide that can help you;
https://github.com/jiulongw/swift-unity
You probably should not do that. Unity creates a XCode project that is not supposed to be versioned or reused in any way. It is just necessary to create a working iOS version of your game and sometimes used for debug proposes but it is an ephemeral thing. If you want to redistribute your game you should do it using the Unity project itself.
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I'm very new to developing for iOS. But I noticed that every time I make changes in unity and make a build to build it to Xcode project and then build and run it on my iPhone it keeps adding a new icon on my phone. How can I change it so that it rebuilds and deploys the app and updates the old one that was already installed, instead of adding bunch of the same icons to my phone? Thanks.
I have experience in developing with both Xcode and Unity, and as far as I know, it is not possible.
The reason being is that when developing with Xcode natively, any changes made to the project is still part of that specific project, and Xcode would treat it as a new version of the same project, and hence replace the old icon/app with the new one.
Unity however does it differently, every time Unity builds to Xcode, it essentially creates a completely new Xcode project. Despite the fact that Unity knows, just like Xcode in the previous case, that you had just made changes to the same project, Xcode, which is the one that's actually doing the building and deploying process, does not know this. All Xcode knows is that a new project was created by Unity, and it would build that, it does not know whether the current project has any correlation with the last one on the phone/simulator, since the older version is in another separate project of its own.
For my development, I just delete the old version of the app from the phone/simulator, there isn't really another way to do this.
Where did you set your app icons Unity or Xcode?. Better option set in Unity itself so all asset will manage unity.
I made a mobile game with Unity, and that game is avaliable on Google Play Store. Everything works fine. That game had a admob.
Now, when I build my Unity project to xcode, I have list of warnings and errors. Here is a pic: http://oi68.tinypic.com/4ilvl0.jpg (my scripts are made with c# and javascript)
What can I do?
How can I put game to App Store? Why is everything good with android build, but don't with iOS?
Thanks and kind regards
Go to the build settings for your Xcode target and search for "bitcode". Turn it off and rebuild.
I am developing two iOS apps in Swift that have common code and resources, so I moved the shared parts to a Swift-only Framework. The app projects and the Framework are grouped together in an Xcode Workspace. Everything works fine when I build and run the apps in Xcode.
Problems arise, however, when I try to Archive an app, validate the Archive, and upload the Archive to iTunes Connect. I have tried various combinations of embedding a binary, linking a Framework, and dragging the Framework into the app's projects. I don't really understand what I am doing, so it's just groping in the dark.
Can somebody tell me the correct way to link/embed my Framework into my app for distribution? I would like to know how to do this without a third-party dependency manager. Thank you!
I've countered such situation.
Did you use Framework project in your workspace?
If so, you have to add the framework in embedded binary in project's setting.
You can find it in first tab in setting.
When you test it in simulator, there is no error.
But if you want to build it for device or archive for uploading binary, you need to add it in embedded binary setting.
If you want I can help you to do it through teamviewer.
I am going to create a Cocoa Touch Framework library and I am confused how they work on iOS. What would happen if there are different apps installed on a device that use different versions of that library?
Would each app has access to its own version of the framework or they will share some single version of it?
How would that single version would be determined then?
Logically thinking each app should own its own version, but I am not sure how frameworks and dynamic libraries work on iOS. Thanks for the help.
I have been trying to send my application to apple for submission and it is my first experience about it. I have searched the errors and applied all suggested solutions. However none of the solutions didn't work for me. I got the error below.
I set the ios deployment target as ios 7.0 and later versions for both of the project target and Alamofire framework. Also, my Xcode version is 6.1.1 . However, I could not understand that why not working.
Could you help me please ?
Thank you for your answers
Best regards
Unfortunately, iOS 7 does not support frameworks. Here is some additional information about it. The known workaround is to add Alamofire to your project by dragging the Alamofire.swift file directly into your project.
A good way to track this type of usage in your project is to use Git submodules. You could also download a version and copy the file into your project, but then it gets more difficult to track what version you have compiled into your project.
This will build Alamofire into your project as though it was just another Swift file associated with your project.
This is also why most Swift CocoaPods are iOS 8 only.