SceneKit broken in Xcode 6 beta 3 - ios

Since updating to beta 3 anything that makes use of SceneKit throws 200 build errors when a device is targeted (works find in simulator). Even the sample SceneKit project fails to build now.
Is anyone else experiencing this issue and has anyone found a solution? I have tried deleting derived data, reinstalling, etc
<unknown>:0: error: /Applications/Xcode6-Beta3.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS8.0.sdk/System/Library/Frameworks/SceneKit.framework/Headers/SceneKitTypes.h:8: could not build module 'simd'
<unknown>:0: error: could not build Objective-C module 'SceneKit'
Full build error log: http://pastebin.com/PQwCBLrg

There is a bug in Xcode beta 3 and SceneKit project don't compile on armv7(s) devices. However it works for arm64 devices (just be sure to enable "build active architecture only" in the Build settings so Xcode does not try to compile for armv7).

This also only occurs when using Swift. Objective-C projects with SceneKit still compile fine for older devices.

Related

Build fails due to architecture deprecation armv7 in Xcode 14

I am trying to build and run my unity application in my iOS device for debugging purpose. I get a build file from Unity. Then I open .xcodeproj file in my xcode 14. When I run the app, it gives this error:
When I google it, I find out that Xcode 14 does not support this architecture anymore:
So I cannot debug my unity app in my iOS device. You may say that okay use older version of Xcode like 13, however xcode 13 does not support iOS 16 or later (my device has iOS 16). I am little bit stuck in there. How can I get rid of this situation? Is there any way to change the armv7 architecture that is created by unity build file?
I tried to solve armv7 error but I could not. Is there any way to handle this problem with unity and Xcode 14 environments?
I ran into this as well and don't see a solution with Xcode 14. I may have to investigate how to revert to Xcode 13 as I don't think I use any advanced iOS features and have older devices to test on.

Xcode12 beta4: building for iOS Simulator, but linking in object file built for free standing

In Xcode12 beta4 or beta5, I encounter a failure in my project.
I can run the Project on my device, but it is not running in the simulator.
I get the failure message:
ld: in /libwebrtc.a(dequantizemmx.o), building for iOS Simulator, but linking in object file built for free standing, file 'libwebrtc.a' for architecture x8664.
So does anyone know what settings should be adjusted in Xcode 12.4?
Response from Apple on similar issue.
You’ll need a few changes to support the new Xcode.
Package your framework using XCFrameworks.
Don’t install your SDK into the iOS SDK. Your users should drag drop the XCFramework into their project.

Xcode 7.1.1 - Custom iOS framework not found when building for Generic iOS Device / Archive

I have imported my universal custom iOS framework to a new sample project. The sample program can be built in simulator and execute without problems.
However Xcode returns 'No such module ' when I try to archive or build the project in Generic iOS Device. Does anyone know how to fix this problem?
Update: 2015-10-17 17:55
Finally I found that the script I wrote to to create the universal framework does not include arm and arm64. And it causes Xcode unable to build the project in archive or build in Generic iOS Device.

xCode6 > testFlight "Missing 64-bit support "

Been all around with this one, still needing help
1) In xCode when I am archiving to submit to TestFlight I get the following error
2) I have researched and changed the architecture to Arm64 and the Debug to Yes The Build to No
The build completely Fails
3) & I get the LLVM Warning
So I change the optimization Level from Fastest to Fast
4) Normally I could build to my phone / unplug it and then Archive.
But I can't get as far as a build to my phone anymore. This is a project coming from Unity that has worked well in the past.
I work with AR some bundles that now give errors so I take them off
I also add the Core Text Framework to get rid of the Mach-O errors
I'm running the latest Unity the latest xCode in hopes of bug fixes
I have even tried reverting to older version of Unity
Thanks
~ Be
You should use latest version of unity and Xcode. When you build your project in unity, change architecture type to universal in player setting.

Using `-weak_framework` but still cannot compile

I'm using -weak_framework CoreAudioKit and my project still cannot compile for the iOS Simulator.
Error is ld: framework not found CoreAudioKit
If I compile for the actual iOS device, compilation goes fine
When I remove this line (well, two lines) from Other Linker Flags the project compiles.
How can I compile on the Simulator and still get the framework on an actual device?
Note: in code I'm using this #if !TARGET_IPHONE_SIMULATOR, which works but solves a separate problem.
From what I can tell, that's not what weak_framework does, and it's not applicable to this context. It says in the docs, "CoreAudioKit framework is not available when using the iOS Simulator. The project with fail at build time." If weak linking allowed you to compile with a missing framework, they would have mentioned it.
You can, however, have another build target for just the Simulator.

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