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.
Related
I'm using the latest reactnative verion 0.45 and I didn't get a clue on the official doc about how to build the ios release.
About how to the running on ios device section of the doc quoted here:
Connect your iOS device to your Mac using a USB to Lightning cable.
Navigate to the ios folder in your project, then open the .xcodeproj
file within it using Xcode.
But there is no ios folder found after running command npm ios. And most StackOverflow answers like this one require a command like react-native-bundle which was not found either.
I have already got Xcode and an app develop member account and Really want to build my first reactnative app to my iphone before I could do more stuff on it.
I know this might be a very newbie question. If someone could just give some guide or throw some docs about this?
I stuck on this problem since a few days too, unless you will not get an ios or android folder any more with React Native 0.45.
You can build your standalone app by using Expo: https://docs.expo.io/versions/v17.0.0/guides/building-standalone-apps.html
As I understand, they build your app for you online, so it takes some time and require an free expo-account, but after it finised, you can download your .apk or .ipa to submit it to Play Store or AppStore.
When you want to add more custom (non javascript) code to your project and edit it in Andoid Studio or Xcode, so you have to eject your from Reative Native: https://github.com/react-community/create-react-native-app/blob/master/EJECTING.md
After that, you can test your App by building for your own in the simulator, with no need of the Expo-App.
Open the ios folder of your project using xcode
Connect your phone and select your phone from the device selection dropdown
Select the first tab in the explorer and go to signing area, select your development team
Click play and it will install the app in your phone on development mode
For Production build, you can do the same. However, you would need to change your scheme to production:
Open scheme menu under product. From the dropdown, look all the way down, you'll find the menu Edit Scheme, select this.
Select the Release scheme, hit close and re-run your project in your phone.
Note: if you are building for release, make sure your target device is Generic iOS Device
Hope it helps! :)
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.
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 have just purchased an iOS developer account and I want to create iOS VR apps with Unity3D. I know that Google Cardboard SDK does not support iOS, so I downloaded and tried Durovis SDK.
Once I imported the durovis .unitypackage , I made an empty build, just so I could test out if it builds through Xcode.
The result is that Xcode fails to build when I choose "Device SDK" from Unity build settings , and succeeds when I choose "Simulator SDK" but of course then it runs on Simulator and not on my device.
I am very new to Xcode, so I don't know if I need to import anything from Xcode, after I make the build from Unity. Any help would be appreciated, since I've been making VR apps long time now for android and I recently decided to try to ios as well.
Thanks in advance
Make sure you have the latest version. Then press Cmd+Shift+B to bring up the PlayerSettings. Make sure company name and product name are filled in and then scroll down and click Other Settings. For the bundle identifier it has to be com.companyName.ProductName and that should be it. If that doesn't work you'll have to tweak xCode settings but that's more fragile so please respond to this with results or lack thereof.
My company integrates Unity games into our native iOS app. Basically our iOS app would run the Unity code when a user decides to launch any of the games.
With the past 32 bit of Unity and native iOS code, we were taking Unity generated Xcode files, and compiling it into a static lib for the native iOS app to use. Whenever the user chooses to launch any of the games, UnityAppController would be loaded, and ran. This worked well for us.
But with the latest 64 bit builds, the same approach would give us a runtime error on app start - specifically when "main.mm" is executed, the app would crash at the "InitializeScriptingBackend()" call in "main.mm". Please see attached screenshot for sample stack trace.
Same issue happens regardless if we are running in debug or release scheme.
We are currently using Unity version 4.6.3p3 for generating the games for iOS, and using Xcode 6.2 for compiling the Unity code to static lib.
Does anyone have any idea why the crash is happening, and how we might get around it? Thanks!
Another discussion is happening on official Unity forum: http://forum.unity3d.com/threads/runtime-issue-with-64bit-unity-game-integration-into-ios-native-app.316796/