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.
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 the iOS 9.3 beta installed on a testing device as I'm running a few 9.3-compiled apps, but I also have an old app that is compiled in Xcode 7.2. I can run the app on any iOS 9.2 device with ease, but if I try to run it on the one iOS 9.3 beta device, I get the "could not find Developer Disk Image" error.
Xcode 7.3 includes some updates to Swift, so I'd have to change a great deal of my files, and I just want to test to see if it's working fine. Is there any way to do this without having to change a lot of Swift code? It's on the App Store compiled for 9.2 and I can run it on my 9.3 device, so I don't understand why it's so difficult.
If you want to avoid the beta version of Xcode from potentially altering your original project, just make a copy of the project and then just open it up in the beta version. If you have an app running in Swift 2.1.1 (Xcode 7.2), the differences to Swift 2.2 (Xcode 7.3) are pretty modest. And if you do this with a copy, you can be confident that your original project won't be altered.
If you don't want to do that for some reason you can install apps from a production version of Xcode on a device running a beta version of iOS:
First, you want to make sure you have the profiles installed on your beta iOS device. The easiest way to do this is to run some "Hello World" app on your beta device from the beta Xcode. If prompted to add a team/profile onto your device, you should go ahead and do so, like usual.
Quit the beta Xcode and start the production Xcode and open the project for the app you want to install. Select "Generic iOS Device" where you choose the active scheme in jump bar and then build the app. You should then see the .app file (not in red) in the Products folder in the "Project Navigator" tree in the left panel.
Install the app on the device by opening the devices window (shift+command+2) and selecting the device in question. In the right panel (or top right panel if you're showing the console, too), you'll find a "Installed Apps" section. Just drag the .app file from the Products folder into this installed apps section.
Clearly, if you have other apps you want to install, you can just repeat steps 2 and 3 as appropriate.
There are a bunch of different ways to install an app on a device, but I find this is the easiest for one-off installs with a device sitting in front of me. You won't be able to debug if you do it this way, but you can at least fire it up, run it through its paces, watch the device console for any debugging messages you may be NSLog'ing, etc.
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've developped an application using QtQuick, it's running great on Android and ios simulator. now i want to test it in iPhone or ios real device.
So do i need to pay for that, or there is a way to test it for free.
In the build file for iosSimulator there a file with the app in the folder "Release-iphonesimulator", will this file work on the device ?
Recently, Xcode 7 beta 4 was released and one of the main features is that you no longer need to pay for deploying to your own device, all you need is your simple apple account.
After you do all the "Configure Device for Development in Xcode" stuff
Using Qt 5.5 (the newest) build your project and before trying to deploy it to your device, go to the place where the build for iphone is, and open it with Xcode 7 beta 4 (the .xcodeproj) and try to run it, it will fail and will ask you if you want to fix the project, say yes and again it will fail but no problem, now go to Qt and you should be able to deploy the app to your iphone. This worked for me!
I am new to iOS. I was installing latest XCode with SDK 6.0 in it. I have been successfully testing my app developed using SDK 6.0 on simulator. Now i want to test it on real device without developer program account. To do that, i use Jailcoder. I have an iPhone 3GS, with AppSync 5.0+ installed. I have tried "Quick XCode Patch" and "Patch My Project". However i still get signing error. It said,
CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 6.0'
Seems it due to iOS 6.0 SDK that has not been supporting jailbroken devices. I need some hints and workarounds to deal with this error.
I had same problem with a jailbroken iPhone 4S, solution above didn't work for me.
So for anyone else running into the same error message:
JailCoder does work on XCode 4.5 + Mac OS 10.8.
As an absolute noob I was missing the step 8 from this guide: Developing for a Jailbroken iPhone A to Z:
...link the device and computer. Plug your iPhone in and open Xcode.
Open Window>Organizer. Select the device from the list on the left
hand side, and click “Use for development.” You’ll be prompted for a
provisioning website login, click cancel. It’s there to make
legitimate provisioning easier, but doesn’t make illegitimate
not-provisioning more difficult.
By default, Xcode requires iOS apps to be signed. However, there is a plist file that Xcode uses, where you can change this. You can tell Xcode that code signing is not required.
Check this file:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.0.sdk/SDKSettings.plist
You can edit it on your Mac with the Property List Editor application.
Make sure that in that file, CODE_SIGNING_REQUIRED is set to NO. You'll probably need to do this each time you install a new iOS SDK (e.g. 5.0, 5.1, 6.0, etc.)
You can find out more about this on the BigBoss website here. BigBoss is one of the popular Cydia repositories for distributing jailbreak apps and tweaks.