I'm using Twitter fabric to build twitter login. I have signed up for it and installed the sdk into my app. I'm able to use it fine on my machine.
But when I pushed the code into git and my coworker pulled it, he was not able to build since he was directed to a webpage to signup for Fabric...
Why he need to signup since I have integrated the SDK into my source? If everyone use it need to sign up, how am I suppose to build my app with it?
What did I miss and how to resolve this?
Edit: I found the twitter Fabric app is started automatically when I build my project... How to disable that? I also found Fabric.framework/run is started everytime... How do I build without start it...
Thanks!
Lee
Figured out what's going on...
Just go to build phase in project and delete run script...
Related
I am trying to use Unity to create an iOS app. I used Unity Hub to install Unity. I then opened Unity, went to File-Build Settings. I click on iOS, and it says "No iOS module loaded", so I clicked on the "Open Download page". I downloaded UnitySetup-iOS-Support-for-Editor-2018.4.7f1 and ran it. It looks like everything is going smoothly, and right at the end I get the message in the attached screen shot.
I have tried closing Xcode and Unity. I have tried restarting my computer. I have done several Google searches, but I haven't found anything that helps. Does anyone have any ideas?
I suspect the installation path got messed up.
You have to use the Unity Hub to install additional packages.
Go to Installs, click the 3 vertical dots and select Add Modules.
I had a similar problem with tvOS support and it seems that if you don’t have Unity installed to /Applications/Unity, installing addons will fail. (I had it in /Applications/Unity-2019.4.7f1.)
I moved my Unity to /Applications/Unity, installed the addon, and then moved Unity back.
The accepted answer did not work for me.
However, what did the job (Unity 2018, Unityhub 3.4.1) was copying the installed /Applications/Unity/PlaybackEngines to the current /Applications/Unity-[2018....]/PlaybackEngines
I archived a new version of application on XCode and uploaded it on app store using XCode , however when I open all builds from app store connect , I am not able to find the build. Thus I am not able to choose the build on the version. to submit for review.
I'm having the same issue as well, it has been 20 hours since I upload my build when I'm writing this and it's still nowhere to be seen.
I also tried to upload a second build and it's also not showing.
So I believe it's an Apple issue and not isolated, looks like we can only wait for now.
Edit: It works now. I assume it works for everyone now.
I also had this issue this morning. I have just now uploaded a new build of my app and the new build now appears, the missing one still doesn't appear. You will need to change the version number and re-archive your app, as otherwise it will be rejected as a redundant upload.
Update after 10 minutes the new build also disappears. Awesome..
After archieved file uploaded successfully it will go into processing stage. Where they are checking the internal settings using the automated tools.
Things will be checked like if any permission issues coming etc.
Lets say of example if you are using camera into your application but you have not given permission into.plist file than it will get failed into processing & removed build from the App Store.
Also if you have set up the permission properly but not given instructions that how & why this gets used than also build will get failed into processing stage. So there can be various reasons.
Ofcourse they will send you an email to your Admin email Id about the build failed while processing with the reason so by that you can resolve the issue.
Hope this will helps to everyone.
I'm upgrading from an earlier version of Google Analytics for my iOS app and when I follow the instructions here, I click the button to create a configuration file and nothing happens. Anyone else experience this? Is there a default GoogleService-Info.plist that I can use and customize?
Thanks!
Seems to be a bug on their site. It worked for me 2 weeks ago. However you have already found Googles Guide - the config file does not contain any complicated settings, however you can download the Sample Apps and get your initial GoogleService-Info.plist file from there:
pod try Google
from
https://developers.google.com/maps/documentation/ios-sdk/code-samples#try-the-sdk-demos-using-cocoapods
Steps for getting configuration if your first time login to google developer account.
1. open google developer console.
2. login to developer console.
3. create project with valid name.
4. then goto the API section & enable GCM API.
5. Then get the configuration file.
Thanks for the suggestions, looks like they would work for others. Unfortunately, I just couldn't get Cocoa Pods to upgrade the analytics, so I switched tactics and used the sdk directly. This worked fine, hopefully others have better luck!
So I downloaded the latest 3.1 Facebook iOS sdk and under the scripts I found a build_documentation.sh which I ran. It completed and generated a com.facebook.Facebook-SDK-3_0-for-iOS.docset file. I am trying to get it to integrate nicely with XCode. I know that apple docs can create documentation that shows up in the quick help panel. My own custom documentation works great.
Does anyone know what I have to do to get the same kind of documentation integration with Facebook?
EDIT:
I tried adding the docset to the corresponding folder according to the instructions here
and restarted Xcode but it didn't work
If you install the SDK from the package you don't have to generate the docset yourself.
Go to https://developers.facebook.com/ios
Click on the Download SDK button
You can get the Facebook Documentation working with the following:
Build the Facebook Documentation with the provided shell scripts
Move the .docset to /Library/Developer/Shared/Documentation/DocSets
If it doesn't work, you may have to check, if you moved the docset to ~/Library/Developer/Shared/Documentation/DocSets. This is sometimes WRONG
Why does it work by installing the Facebook Framework directly from the .pkg?
It moves it to /Library/..., not to ~/Library/...
I'm integrating Facebook to my iOS ARC app by following instructions in this link. i'm stuck at building static library step.
https://developers.facebook.com/docs/mobile/ios/build/
I'm using Xcode 4.3 (Developer folder now moved inside the Application) so the script "build_facebook_ios_sdk_static_lib.sh" didn't work. I've tried to modified the script but wasn't successful.
Could someone please help? Thanks !
just edit "build_facebook_ios_sdk_static_lib.sh" with TextEdit
and change:
XCODEBUILD_PATH=/Developer/usr/bin
to:
XCODEBUILD_PATH=/Applications/Xcode.app/Contents/Developer/usr/bin
and run :build_facebook_ios_sdk_static_lib.sh from the shell , it will be work
If you have an Apple Developer Account, log into http://developer.apple.com/mac and then navigate to https://developer.apple.com/downloads/index.action
In there, you'll find "Command Line Tools for Xcode". Download that and you'll have the ability to build stuff easily from the command line again (which is what I suspect the "build_facebook_ios_sdk_static_lib.sh" shell script needs).
When you are integrate the Facebook SDk into your ARC enabled Iphone Application.
I suppose you had some NonARC problem(errors due to release and dealloc etc.) in Facebook Classes(headers).Due to this you are not able to create the Build.
So in my opinion you can disable the ARC for those Facebook Classes.
I think after Disabling the ARC for those Facebook Classes ,you may create build Easily.
For the Disabling the ARC you just need to follow few Steps.
1)Go to the Application Target
2)Choose Build Phase option from Build Phase.
3)Compile Sources->Set "-fno-objc-arc" Flag for all Facebook Classes.
Now Build Application
I hope it'll help you.