Download Unity app from phone back to computer - ios

My MacBook was stolen which had all my Unity apps I was working on saved on it. Beforehand, I had downloaded some of those apps onto my iPhone 5s for testing through Xcode 7 and I still have the phone. I was wondering if there was any way to get the apps on my phone back onto a different mac into Unity to be edited, re-downloaded etc.

Unity builds are heavily obfuscated to prevent users extracting assets including your code. There have been some efforts to reverse engineer some of the assets but the source code is compiled to byte-code so you won't be able to recover a "clean" version of your original.
You probably want to set up a source control and make backups next time.

Related

UI Testing of iOS 3rd Party applications - No Source Code

I'm working in the Aviation industry and part of my job is managing electronic flight bags (EFB). We rely on 3rd party applications such as Ozrunways/Jepp FDPro and therefore we don't have the source code or .ipa files to create UI tests through XCode.
There have been issues where updates to apps will get released with small bugs and we only find out via user reporting. I really don't wanna go down the road of creating a manual testing regime whereby each app is tested by humans pressing buttons on the device to ensure the UI/functionalities are the same.
Is there any way to automate this through the simulator or the device?
Note: I went down the appium path originally but realized without the .ipa file it's almost impossible.
You can run tests of Apple and 3rd party apps on the devices as well as Apple apps on Simulator by using XCUIApplication(bundleIdentifier:_)API. This way you can keep only your UI tests target, without any target app in target settings.
Example: https://github.com/rzakhar/xctest-assignment

Retrieve XCode Project from iOS app?

If I have an app I developed installed on my device, can I retrieve the original code?
I seem to have misplaced the XCode project between my different computers and hard drives for an old app I made. However, I still have the app installed on my iPad. I really need some of the code from this app. Can I possibly plug my iPad into my mac and retrieve some of the code from my iPad? (I know some stats are visible in iTunes. Can I view the app info there?)
A compiled app doesn't contain any of the app's Swift or Objective-C source code.

iOS app compiling and MacInCloud/similar

I am contemplating developing iOS apps use Delphi XE4 with iOS. In my research I saw MacInCloud, http://www.macincloud.com/features/tools/tools
Does anyone have practical experience with this? Can I hook up my Windows/Delphi/similar development tool to MacInCloud/xCode for cross compiling (to obey licensing terms) and have the app debugged on my iPhone?
Maybe over time it would be beneficial to buy an iMac, but if I could start creating apps without it would be great.
I recently tried exactly that with MacInCloud. XCode and Delphi XE4's PAServer is now automatically installed by MacInCloud so I had few issues hooking up my Windows and Delphi environment.
What I found was that running and debugging in the iOS simulator on the Mac in the cloud worked fine. However as my upload speed was quite slow a compilation took some considerable time. Each compilation seemed to require an upload of about 17MB for the app and another 50MB for the debug symbols.
There is no way of plugging in your iPhone into the mac in the cloud and MacInCloud therefore recommend that you use a further cloud provider (TestFlightApp.com) to deploy the app to your device. I couldn't test using the TestFlightApp service as I have not signed up for the required developer account with Apple and so cannot deploy to physical devices at all.
All in all, if I was doing serious work I would either buy a Mac or pay for faster upload speeds but despite that I found it an very educational experience.
Good luck with TestFlightApp. That is one of those great services we use to have but not anymore. It use to work at one time but has fallen in great disrepair and been neglected.
Even if that did work, you would go out of you mind if you was working on something that can only run on the device. Not all iOS features work on simulator, like in app purchase for instance.
Where with a real machine at hand it deploys right to device almost as fast as simulator. Just a few seconds longer. Doing it this other way would take 15 minutes or more and require many steps of your interaction. You will forget where you left off in your code by that time.

Simulator and device give different results

Have any of you ever ran into issues where the changes you've made are only being reflected on the simulator and not on the device?
Example, if i want to set the selected background image view for a table cell, the selection state in the simulator will show the changes but not on the device during testing.
This inconsistency is starting to worry me because when it's time to deploy to production, how do i know that the apps in the app store will work correctly?
Thanks
Have any of you ever ran into issues where the changes you've made are only being reflected on the simulator and not on the device?
Yes, this has happened to me many times.
This inconsistency is starting to worry me because when it's time to deploy to production, how do i know that the apps in the app store will work correctly?
When I first started developing for iPhone, I once had to rewrite a significant portion of code because while it worked perfectly in the Simulator, it did not work properly on the iPhone. I realized then that the Simulator is not an Emulator, that is, it does not replicate an iPhone exactly.
You need to test on an iOS device frequently to ensure that your code is working properly. That is what the App Store reviewers will be using and what your users will be using, not the Simulator.
During your daily development, you can use the Simulator and also your fastest device, like the 5th gen iPod Touch and iPhone 5. Periodically and towards the end of your development, it is good to test on older, slower, more memory limited devices, especially the oldest available that will run the iOS version that you are targeting.
The best thing you can do when this happens is to uninstall the app your're developing, (extra measure) restart the device to clean any app caches, and finally do a clean build from XCode. Things like this tend to happen to me frequently and uninstalling my app followed by a clean build seems to do the trick all the time.
Inconsistencies happen, that's why you need to test on actual devices (and why it's a simulator, not an emulator). In this case, it's most likely being caused by XCode failing to properly update the program, in particular the nibs. Delete your app from the phone and reinstall it fresh. The app store and iTunes use a different method of installation, so you shouldn't have to worry about it in the store.

Can I test Flash CS5 iOS published SWF's or ipa's without having to load them onto the iPhone every single time?

As per the title, is there a simulator or a way for Adobe Device Central to read CS5 created iOS published SWF's or ipa's for testing purposes?
At the moment, I make a change in Flash CS5, publish the SWF and IPA, delete the old version from my phone, drop the new IPA in, re sync and test. This is not good for the workflow.
What are the options for testing and developing?
EDIT:
I am on a Windows machine (Windows 7).
What i do mostly is this.
Change the flash player from iOS to flash lite and run the program in Device Central.
Works perfect.
If you're up for using the Simulator instead, this question could help you load them into the Simulator. Not sure if there are any compatibility issues, but the Simulator does tend to load significantly faster than loading to the phone, IME.

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