Crashlytics in iOS won't proceed past "Build Your Project" in Fabric app - ios

I'm installing Crashlytics for my iOS app. I downloaded it via their site link, and went through all the steps for integrating the frameworks, adding the run script, etc.
I was experiencing an issue, so I removed the frameworks and decided to start over and try a fresh install. But the Fabric app updated to a newer version, and now when I try to reinstall Crashlytics into my app, it doesn't give me the option to reinstall the frameworks. It goes straight from clicking "install" to the "Build your project" screen, which I cannot pass.
To help configure your project, please build it now by pressing ⌘B
I press ⌘B, it builds and nothing happens. I think the issue is because I removed the Crashlytics and Fabric frameworks from my project, but I can't see a way to add them back again. The Fabric app doesn't give me that option.

Go into Build settings of the your target.
Find "Debug Information Format".
Set this from "DWARF" in both debug and release to "DWARF with dSYM File"

Moving from Comment to Answer.
Mike from Fabric here. If you back up through the Mac app, then click on the arrow in the top-left, click on "+ New App", that will walk you through re-adding everything.

If you check the resource navigator you may see the following message:
"DEBUG_INFORMATION_FORMAT should be set to dwarf-with-dsym for all configurations. This could also be a timing issue, make sure the Fabric run script build phase is the last build phase and no other scripts have moved the dSYM from the location Xcode generated it. Unable to process eCreditWebWrapper.app.dSYM at path"
Go to Build Settings and search for "Debug Information Format". Ensure "Debug" is set to "DWARF with dSYM File".
Without the dSYM file Fabric won't work.

As for Xcode 10.2.1, the automated installation via Fabric Mac app won't work anymore. New apps cannot be added via the New App Step-by-step guide.
You have to follow the manual installation instructions. Download and add the 2 frameworks into your Xcode workspace, then add the Run Build Script phase (and related Fabric codes), then build the App. Last (very important), run the app in an actual device.
Once the App is successfully launched, the new App information will be available in the Fabric dashboard as well as the Fabric Mac App (needs to relaunch the App to see the new app).
Here are the steps:
Download the 2 frameworks
Drag to your project where your App Delegate is (make sure ticked "Copy items if needed")
Compile the project / workspace in Xcode
Add the "Run Script Phase" as instructed here; note that Xcode 10+ requires an extra configuration at Input Files
Add the required import and initialization codes in App Delegate
Add the Fabric API keys in Info.plist
Compile again
Run the App in a real device. You will see the line Crashlytics in the Xcode log. If no log appears, checks if your active scheme contains OS_ACTIVITY_MODE settings. Set it to default if the current setting is disabled.
If the Crashlytics line appears, that means the manual installation is working; you will see your App appearing at Fabric online dashboard.

I have solved this issue by the following way. Following the advise from above, I began adding a new app to crashlytics. When I reached to adding new "Run script" build phase, I just copied that text and pasted it over the previous one(created with Crashlytics).
I have also unchecked "Run script only when installing".
After this, I canceleed adding a new app and procedeed back to the UPGRADE. At this moment, building the app, can pass you to the next step and you don't get stuck on that screen anymore.

I was stucked on Build phases too.
I have also unchecked "Run script only when installing" and press again command+B and then I passed to the next step.

If the script is not running, you may have checked the "run script only when installing" in the run script section.
I hope it helps

TL;DR
Tap your scheme -> edit scheme -> set build configuration to "Release"
Explanation:
The most voted answer sounds about right, but there are situations where you just don't need crashlytics in debug builds (who wants crashes sent when you just develop and experiment with your code?). In this case you should disable crashlytics by checking debug compilation flags (out of scope of this answer) and for the first time during installation build app for release to let crashlytics know that you built app.

I had the same issue today. The problem was that i didn't have the run-script :
./Fabric.framework/run <api key>
in my project. Once i put this back in then it all worked perfectly. I also cleaned my project and deleted derived data just to be sure.

you must check that your deployment target version because of "Fabric's minimum iOS version is 6.0"

I was only able to get the Fabric app to continue the installation process after setting my build target to 'Generic iOS Device' and creating an archive from the Product > Archive menu.
Simply building the app or running it on an emulator doesn't seem to trigger the Fabric App to proceed.

If you use Xcode 10.
Project Navigator -> your project -> Targets -> Build Phases -> your Run Script for Fabric -> Input Files -> "+" (add input file) -> clear field and past this line:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
Be sure to remove this: $(SRCROOT)/

In the Run Script build phase there is a call:
./Crashlytics.framework/run <your_api_key_here>
Maybe you added some conditions to trigger it only on certain builds like:
releaseConfig="Release"
if [ "$releaseConfig" = "${CONFIGURATION}" ]; then
echo "Running Crashlytics"
./Crashlytics.framework/run <your_api_key_here>
fi
so that it will not just trigger on ⌘B
See https://dev.twitter.com/crashlytics/ios/advanced-setup

In my situation I was following all the steps correctly but got stuck on 'add build phase' step.
Then I just restarted fabric and all works just fine
Also there are some other possible actions:
1) Just restart Fabric, Xcode and your Mac.
2) Also if you use Cocoapods change build phase line from
./Crashlytics.framework/run [yourAPIKey]
to
"${PODS_ROOT}/Fabric/run" [yourAPIKey]
3) After building project if Fabric will stop responding just wait a while. It took about minute on my Mac.

Thanks, I solved the problem by removing folders:
~ / Library / Caches / com.crashlytics.data
~ / Library / Caches / com.crashlytics.mac

Kindly cross verify that run script you adding is to your actual target if u will add to tests target it will not proceed until you add it to actual target

None of the solutions here worked for me. The scenario for me was someone else added the Fabric framework to our project and committed it to the repo. The run script on their computer launched/triggered the Fabric Plugin, but would not launch/trigger on mine, although it did not report errors.
The solution was to create a separate project, using Cocoapods download the same version of Fabric, replace the run script in our project/repo (and the one referenced in the target's run script) with the downloaded version from Cocoapods. Rebuild and then the plugin would respond.
Comparing the two run script files, they are drastically different, but the run script from Cocoapods was not a flat text file and it was unreadable. So I'm not sure what was different between the scripts, but we somehow got different versions of the script while using the same version of Fabric.

What I did wrong was adding the script to the pods project build phase instead of the main project build phase, adding it to the main projects build phase solved the problem.

If you are duplicating the target, remove the run script from build phase and add it again to solve the issue.

If you have multiple TARGETS,
check your Schema selection is correct before you build project.

For Xcode 10. Add your app's built Info.plist location to the Build Phase's Input Files field:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
This solved my issue i hope this can solve others issue.

It turned out I had not enough permissions to create new project in Fabric.
Upgrading from Member to Admin resolved the issue.

In my case, removing an app from helped.
1) Remove the app from Fabric.
2) Follow all the steps again to add the app and install Crashlytics.

Nothing helped me. Now Fabric catches my archive creation. But I create the archives via fastlane's build_app.

Open Project in higher version of Xcode. This resolved my issue after waste many hours.
My Project build on Xcode 10.2 and I was running on Xcode 10.1 but when I run the same project on Xocode 11. The build was succeeded.

Try to wrap your run script variable with double quotes ""
"${PODS_ROOT}/Fabric/run"

Go to folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/<CURRENT_IOS_SDK>/usr/lib/ and delete all .dylib files.
It worked for me.

Related

Could not get GOOGLE_APP_ID in Google Services file from build environment

For setting up firebase i am using two config 1.GoogleService-Info-test.plist, 2.GoogleService-Info-prdn.plist for UAT and Production. For installing crashlytics using firebase i have followed firebase documentation https://firebase.google.com/docs/crashlytics/get-started?authuser=1#ios. But when i try to run, it throws error in build phase while running script.
I tried without changing config file name and it worked.
Error msg at build phase while running fabric run script "Could not get GOOGLE_APP_ID in Google Services file from build environment".
Can anyone suggest better solution to achieve my requirement.
This is one way you can do it, by having your projects environments separated by targets, by doing so you can then add your different plist files and just check the target that they belong to, that way when you compile the target it will take it's corresponding plist file
Another way to do it, or to look up how to do it, it's called multiple environments with firebase, here are some helpful links
Use different GoogleService-Info.plist for different build schemes
https://medium.com/rocket-fuel/using-multiple-firebase-environments-in-ios-12b204cfa6c0
This worked for me:
When install Crashlytic with Firebase, for multiple scheme, you can have error Could not get GOOGLE_APP_ID in Google Services file from build environment. You can fix it by:
In Build Settings, add a user define for file name in User Defined:
In Build Phases, tap plus button, New Run Script Phase above your Crashlytic build phase, and type this code to the text field. Remember to rename %YOUR_CUSTOM_PATH_TO_FOLDER% to your path to Plist files:
GOOGLE_SERVICE_INFO_PLIST_FROM="${PROJECT_DIR}/%YOUR_CUSTOM_PATH_TO_FOLDER%/${FIREBASE_CONFIG_FILE}.plist"
BUILD_APP_DIR="${BUILT_PRODUCTS_DIR}/${FULL_PRODUCT_NAME}"
GOOGLE_SERVICE_INFO_PLIST_TO="${BUILD_APP_DIR}/GoogleService-Info.plist"
cp "${GOOGLE_SERVICE_INFO_PLIST_FROM}" "${GOOGLE_SERVICE_INFO_PLIST_TO}"
This worked for me:
Make sure you add the Xcode Crashlytics build phase after Copy Bundle Resources.
I had this in my "Build Phases" and it's works
"${PODS_ROOT}/FirebaseCrashlytics/run"
"${PODS_ROOT}/FirebaseCrashlytics/upload-symbols" -gsp "${PROJECT_DIR}/MyApp/GoogleService-Info.plist" -p ios "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
Our project only one target, but we need to use two Firebase config files GoogleService-Info-Prod.plist and GoogleService-Info-Dev.plist.
I had this in my "Build Phases" and it works.
if [ "${CONFIGURATION}" = "Release" ]; then
${PODS_ROOT}/FirebaseCrashlytics/run -gsp ${PROJECT_DIR}/RushCard/FirebaseConfig/GoogleService-Info-Prod.plist
else
${PODS_ROOT}/FirebaseCrashlytics/run -gsp ${PROJECT_DIR}/RushCard/FirebaseConfig/GoogleService-Info-Dev.plist
fi
In my case I created New Run Script Phrase above Compile Sources, that's why I always see
Could not get GOOGLE_APP_ID in Google Services file from build environment
When I moved Crashlytic's run script at the end of list bug was disappear. Please look the following screen shot:
And article about it is here
I use multiple configurations for several white-labelled apps. I added a User-Defined variable FIREBASE_SUFFIX and changed my script to the following:
${PODS_ROOT}/FirebaseCrashlytics/run -gsp ${PROJECT_DIR}/Firebase/GoogleService-Info-${FIREBASE_SUFFIX}.plist
NOTE: I use Carthage for firebase here: https://github.com/firebase/firebase-ios-sdk/blob/master/Carthage.md. If you're this same setup, you should use something like this instead (replace the path to where you put your script files):
${PROJECT_DIR}/scripts/run -gsp ${PROJECT_DIR}/Firebase/GoogleService-Info-${FIREBASE_SUFFIX}.plist
Another way is to make sure one plist keeps the original name GoogleService-Info.plist
Different targets meant more work to update CI for me.
This is valid for Xcode 11 at least, not tested on any other versions
I was using new Firebase/Crashlytics which beta and getting error "No Google App ID or Google Services file provided" when I try to upload manually dSYMS
Here is command:
/path/to/pods/directory/FirebaseCrashlytics/upload-symbols
-gsp/path/to/GoogleService-Info.plist -p ios /path/to/dSYMs
Then I reliaze there should be space between "-gsp" and path to Google.plist after that It worked.
The solution for me was removing the call to upload-symbols script.
One of the Crashlytics guides mentions you should add this:
${PODS_ROOT}/FirebaseCrashlytics/run
/path/to/pods/directory/FirebaseCrashlytics/upload-symbols <- Not needed
I misinterpreted this... the run script already calls upload-symbols so there's no need to add a second call.
Make sure in Xcode file explorer (i.e on the left side) "GoogleService-Info.plist" is showing. If not you have to drag and drop "GoogleService-Info.plist" in the Xcode panel.
In my case problem is I copy-pasted the file in the project location, due to this file reference is missing in the Project info.
Well all above answers purpose a possible solution for this issue, in my case GoogleService.plist file was missing from 'Copy Bundle Resources' by adding into it worked in my case..
To check the file goto
Project Directory >> Build Phases >> Copy Bundle Resources
add it add here if you find missing.
If these solutions provided above do not work, I solved mine by going to Build phases as shown on this image. Click on plus and add Google plist
I was able to fix this by locate where is my GoogleService-Info.plist, copy it to ios folder in Flutter and run with this script
"$PODS_ROOT/FirebaseCrashlytics/upload-symbols" --flutter-project "$PROJECT_DIR/firebase_app_id_file.json" -gsp "$PROJECT_DIR/GoogleService-Info.plist" -p ios "$DWARF_DSYM_FOLDER_PATH/$DWARF_DSYM_FILE_NAME"
Update:
I found a better solution:
Just upgrade all firebase package to lastest version
Remove Crashlytics build script
Run flutter clean, flutter pub get
pod install (in ios folder)
I had this issue because I didn't download GoogleService-Info.plist file from Firebase console.
If you have your project on Firebase but missing this file in Xcode, don't worry, you don't need to do the setup again from the beginning. Just go to:
Project Settings > General > Scroll down and in the "Your Apps" panel you will see the file and you can download it and import it in the Xcode project.
I had the same error, also due to the fact that I have multiple bundle identifier and therefore I have a build phase script called Firebase Script (that pinpoints to the correct GoogleService-Info.plist ) that was running after the Crashlytics script.
The solution is to run Firebase Script before the Crashlytics script.
In my case I had a different name in my file, his name was GoogleService-Enterprise-Info.plis when I change it to the normal name GoogleService-Info.plist, IT WORK FINE !!
I faced the same issue for #react-native-firebase/crashlytics
In case you are facing this issue, you probably have missed the 'ios setup' instruction mentioned in below link. Please follow the instruction to fix the issue.
https://rnfirebase.io/#generating-ios-credentials
Just download from Settings of your projects and place for your correct target which you are running.
This error would be shown if there is a space in your project name or in the path of your project.
Read more in this GitHub Issue
Additionally to other answers..
I faced that problem with exact same error message and in my case everything was ok with file GoogleService-Info.plist except that it was genereated with wrong Bundle ID for application (it was changed in XCode much later than initial Firebase setup happened), so I had to create new app in Firebase Console with correct Bundle ID (it's not able to edit) and download new GoogleService-Info.plist
If you are using one of the popular build scripts going around for handling multiple different environments, it is probably useful to know that you should use a different GoogleService-Info.plist destination based on the target platform:
// iOS
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app
// watchOS
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.appex
// macOS
PLIST_DESTINATION=${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Resources
Ultimate guide:
Assure that in Runner folder you have file GoogleService-Info.plist and it is attached in your project
If you don't have this file go to Firebase Console, add you IOS app and download the GoogleService-Info.plist file, then add it to you project's Runner folder by XCode.
If there is no such file in XCode but it exists physically in the folder then right click on Runner folder (in Runner project) -> Add files to Runner -> Select that file
If you want to use multiple flavors add ENV_SUFFIX in Runner (target) -> Build Settings -> User-Defined (on the bottom)
Still in the target's Runner change tab to Build Phases -> Press Plus button -> New Run Script Phase -> Name it as Copy GoogleService-Info.plist and add this line
cp Runner/GoogleService-Info_${ENV_SUFFIX}.plist Runner/GoogleService-Info.plist
IMPORTANT! This script has to be before Initialize Crashlytics step or any other Firebase related script (you can drag it to the top)
Add other GoogleService-Info.plist files with suffix for the env. In my case those would be the _dev _prod and _tst files from the first screen shot
Enjoy multiflavor app
Try downgrading, it worked for me!
I used:
'Fabric', '1.9.0'
'Crashlytics', '3.12.0'

‘Cordova/CDV.h’ file not found in Xcode 8.2.1

I have one hybrid Cordova project, which is running fine Xcode 5.1.1, but when I am trying to Archive the project in Xcode 8.2.1 with ‘Generic iOS Device’ I am getting the error ‘Cordova/CDV.h’ is not found.
I read many articles about this problem, but none could solve my problem. Most answers are telling to follow the below steps:
"Add this line to your Build Settings -> Header Search Paths:
$(OBJROOT)/UninstalledProducts/$(PLATFORM_NAME)/include
"
I have did this but problem not solved, getting another error ‘ld: library not found for -lcrt1.3.1.o
clang: error: linker command failed with exit code 1 (use -v to see invocation)’
Also I have changed the bitcode YES to NO in target Build Settings, but no fruitful result.
Project cordova version 3.4.0 where installed cordova version in machine 6.4.0
Has anybody experience with this kind of problem?
Please, can anyone help? I've been working on this for days.
I got it work by following below steps
In your Xcode project settings select TARGETS
Within TARGETS select the Build Settings tab
In the sub-options under the Build Settings tab be sure to select All
Scroll down to the Search Paths section
Locate Header Search Paths
Add the following configuration to the Release option (as a new value on its own line): $(OBJROOT)/UninstalledProducts/$(PLATFORM_NAME)/include
Clean the project: Command + Shift + K
Restart Xcode
I wanted to report that the response provided by Vinay worked for me. I had to make sure I was in the share extension target, and I added it to the path exactly as suggested above in the Release option, and did not even have to do a clean to get it to regenerate the PCH.
BUT, I was puzzled by this after looking at the setting further and I realized this path was already in the setting. I edited it again, and removed the redundant path, hit 'run' again, and it loaded onto my iPhone and ran fine.
So, I believe that just setting this in the search path forced a recompile on the share extension PCH and all is working again.
I hope this helps others.
I know its too late to answer on this question but still many developers facing the above issue and as per the latest Cordova & ionic version below steps will work in the above error.
As per new update in Cordova some time due to some permission issue or directly run or build iOS platform it's unable to add below file or folders in your iOS project platform :
CordovaLib
so somehow above folder will not add in your project and that's why it's not building your iOS project.
To overcome this issue you need to remove iOS platform from your ionic project and again add it.
Remove iOS platform: sudo ionic cordova platform remove ios
Add it again: sudo ionic cordova platform add ios
By doing this cordova download CordovaLib folder from server and add it into your iOS project and after that users can able to build their project without any error.
recently I faced this issue and I solved by doing the above steps.
Hope this helps others.
Happy coding!
Seems like the "Cordova" folder isn't getting copied into the project during cordova platform add ios
So, you'll have to copy the "Cordova" source folder into your project manually. But you'll have to download the ios source packages from github first, which is located at:
https://github.com/apache/cordova-ios
After downloading the "cordova-ios-master.zip" package and unzipping it, copy the folder named "CordovaLib" into your project next to the Xcode project file:
PROJECT_FOLDER/platforms/ios/PROJECT_NAME
PROJECT_FOLDER/platforms/ios/PROJECT_NAME.xcodeproj
PROJECT_FOLDER/platforms/ios/PROJECT_NAME.xcworkspace
PROJECT_FOLDER/platforms/ios/cordova
PROJECT_FOLDER/platforms/ios/CordovaLib <------- here
PROJECT_FOLDER/platforms/ios/ios.json
PROJECT_FOLDER/platforms/ios/platform_www
PROJECT_FOLDER/platforms/ios/pods-debug.xcconfig
PROJECT_FOLDER/platforms/ios/pods-release.xcconfig
PROJECT_FOLDER/platforms/ios/www

React Native running app on device without server

Its unbelievable how bad the documentation is for React Native, they just put as little as possible for everything. I've already managed to run my app using option 1 but option 2 is even more unclear: https://facebook.github.io/react-native/docs/running-on-device-ios.html
I don't know there's no example of the terminal command react-native bundle in full so I know what is actually required there. For example --entry-file <path> what path? The whole path from my hard drive root to this folder, or just the file itself? --bundle-output....? What the hell do I need to put for that? I don't know why they need to make it so damn unclear.
I'm surprised there's no other resources online that give the instructions more clearly. I guess that's why there aren't so many React Native apps on the app store.
I hope you also find that this is a much easier approach. In the example below, my app was named BleMobileApp. Feel free to change it to your app's name.
RUN APP ON DEVICE WITHOUT DEBUG SERVER
Duplicate the main deployment target and name it BleMobileApp-Deploy.
Make sure to REMOVE the DEBUG=1 flag in BleMobileApp-Deply's Build settings (Do not touch the original target BleMobileApp!)
Add a New Run Script Phase to BleMobileApp-Deploy's Build phases and paste following command:
yes | cp -rf ${BUILT_PRODUCTS_DIR}/${PRODUCT_NAME}.app/main.jsbundle $SRCROOT/main.jsbundle
That's it!
(OPTIONAL) In case you would like to MINIFY the JS Bundle!
Edit file ./node_modules/react-native/scripts/react-native-xcode.sh like below (Line 43~47)
2. Change the default run script like below (For BleMobileApp-Deploy target):
export NODE_BINARY=node
FORCE_MINIFYING=true ../node_modules/react-native/scripts/react-native-xcode.sh
This should do the trick for you.
Happy coding!
From React Native Docs:
Configure release scheme Building an app for distribution in the App Store requires using the Release scheme in Xcode. Apps built for Release will automatically disable the in-app Developer menu, which will prevent your users from inadvertently accessing the menu in production. It will also bundle the JavaScript locally, so you can put the app on a device and test whilst not connected to the computer.
To configure your app to be built using the Release scheme, go to Product → Scheme → Edit Scheme. Select the Run tab in the sidebar, then set the Build Configuration dropdown to Release.
This can be done from the terminal:
react-native run-ios --device "My iPhone" --configuration Release
the best way i could find,
just follow the step bellow
Product → Scheme → Edit Scheme
Select the Run tab in the sidebar
Build Configuration dropdown to Release
sometimes metro bundle starts, may be its bug in IOS but you can close it
Please see the attached screenshot

Remove fabric framework from ios app

I have been landed an iOS project from a client. The main task is to explore and see the user interface so that multiplatform app will be made from scratch with Xamarin.
I notice that the project uses third party framework called fabric. From what i see it is used from crash analytics. I don't need that and i don't have registration so i want to remove all dependencies from the project.
So far I did:
Deleted define ENABLE_FABRIC ( which removed some code from
AptDelegate, replaced logging messages with plain NSLog etc)
Removed some fabric script invocation from build phases
Removed reference from fabric framework in project
So i still have errors building my app:
/bin/sh:
/Users/macmini/Library/Developer/Xcode/DerivedData/../Build/Intermediates/../Script-FDC6FCE81A4488D000F2613D.sh:
(null): bad interpreter: No such file or directory
Does anyone know a quick way to get rid of this?
I know it's an old question but I want to help. When you install Fabric, previously Crashlytics, it asks you to put a script in project->Build Phases-> Run Script
it will look like this
./Fabric.framework/run 123456fd7ec....6e2170Q
I think you should remove that script and other Linked Frameworks and Libraries and then it possibly could run
Try deleting the files DerivedData path and clean build folder
cmd+opt+shift+k
then re run the application.
Also check once again the Framework search path in xcode settings.

TwitterKit does not compile with Xcode 6.3

I added TwitterKit from Fabric to an app under Xcode 6.3.
The app would compile before I added TwitterKit's Run Script build phase step but once I added TwitterKit it failed with this error during Debug builds:
2015-02-23 11:22:32.382 run[53735:1513077] Fabric.framework/run 1.3.13
2015-02-23 11:22:32.388 run[53735:1513077]
Fabric: dSYM Error
Unable to process fabrictest.app.dSYM at path /Users/mfoouser/Library/Developer/Xcode/DerivedData/fabrictest/Build/Products/Debug-iphonesimulator/fabrictest.app.dSYM
Make sure your project build settings are generating a dSYM file. DEBUG_INFORMATION_FORMAT should be set to dwarf-with-dsym for all configurations. This could also be a timing issue, make sure the Fabric run script build phase is the last build phase and no other scripts have moved the dSYM from the location Xcode generated it.
Command /bin/sh failed with exit code 1
Anyone find a way around this?
This was a simple fix. Just do as the error state, turn on dSYM generation for your debug build.
Change your Build Settings from this:
To this:
Then choose Build again. It should now compile and run.
You can follow below steps ,it worked for me.
open build setting of your project and search for "Generate debug symbol" and set it to Yes.
As in the below screenshot
Search for debug information format in build setting and search for "Debug information format" then set "Debug information format" to "DWARF with dSYM file"
This didn't work for me since it was already set to 'with dSYM' and it didn't build as well. After more digging and trying things out, it seems like the issue (for me at least) is under Build Settings > Generate Debug Symbols, which was set to No by default. I changed it to Yes and it worked like a charm.
No one of proposed answers worked out for me.
Deleted both Fabric.framework and Crashlytics.framework which were added via Fabric app and added them again through Cocoapods.
**It doesnt mean that Cocoapods is only workaround, but probably that they should be re-added to project again.
What worked for me was the previous answers combined:
1- Change "Build Settings -> Debug Information Format -> Debug" value to "DWARF with dSYM File"
2- Change "Build Settings -> Generate Debug Symbols" value to "Yes"
3- Remove Fabric and Crashlytics frameworks and install again

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