Unity Google Play Games Plugin Won't Compile in Xcode iOS - ios

Whenever I try to compile my Unity game in Xcode I get a 3 compile errors which are coming from the Unity Google Play Games plugin:
GPGSAchOrLbDelegate.h - Lexical or Preprocessor Issue 'GooglePlayGames/GooglePlayGames.h' file not found
GPGSRealTimeRoomDelegate.h - Lexical or Preprocessor Issue 'GooglePlayGames/GooglePlayGames.h' file not found
GPGSManager.h - Lexical or Preprocessor Issue 'GooglePlus/GooglePlayGames.h' file not found
I've no idea why this is happening, I followed all the setup instructions correctly.
Any help would be greatly appreciated!

one gotchya is they recently changed many of the method names in the library, in a recent update...
it's possible this has caught you out?
It's very hard to resolve this, but I found some discussion about this for example here,
http://answers.unity3d.com/questions/679424/google-play-games-plugin-for-unity-not-authenticat.html
it's a bit easier on iOS than Android.
Alternately: note that, essentially, you have not included the GooglePlayGames.h file. Include the link to "which" instructions you were following, to guess which step is problematic. (Most Unity plugins - like Prime31 - have a "preprocessor" stage that does that for you or in the case of Android fills in the damned manifest. Something is going wrong at that stage.)

I actually solved this myself by removing the plugin and starting afresh, and then starting a completely new xcode project rather than appending to an old one.
Irritating and time consuming but I got there in the end!

Related

Run custom shell script '[cp] embed pods frameworks' no such file or directory

Just finished resolving my errors after converting to Swift 3 only to get this error when trying to compile. I have attached a screenshot for clarity, it does not look like the system is looking for a .app file or .sh file. Really don't know too much about the Pods, so any help would be greatly appreciated!
Seem to have found a solution. My project name had a space in the middle of two words, very bad practice I know. Not entirely sure what caused this error, though one could possibly conclude that since the problem originated in the Pods framework, it could be related to Cocoapods, rather than migration to Swift 3.
I traced the problem to the Pods framework for my project after searching extensively for solutions to this problem.
Fixed the double quotes to single quotes on the line highlighted, and the project built instantly. Hope this helps anyone else having a similar issue!
• Just restart your system..... It Looks crazy but my problem solved.
Swift4/5 Xcode10 Same Issue...
After upgrade cocoapods, reset pods, clean the build folder...., all these tries, it still fails... until I found this post.
However, there's no space in my project name, but do have a special characrter <'> in it. I decided to give it a try to see if it is the source of issues. After following along the instructions in how-do-i-completely-rename-an-xcode-projec, the project builds successfully, finally.
So just a note: avoid using space or other special characters in the project name, that may cause some unexpected errors

JNWSpringAnimation Framework for iOS (Compile Errors)

I followed the instructions that came with the framework at the github repository. But I got an error when I tried to compile all stemming from the NSValue+JNWAdditions files. The example project that comes with the code is meant to run in Mac OS X and not iOS. What am I missing here when trying to use this framework for an iOS app? For giggles I removed the aforementioned files and was able to compile but got a runtime error, I guess not surprising. I'm fairly new to this stuff and just want to play with animation and springs :(
GitHub repository:
https://github.com/jwilling/JNWSpringAnimation
Help!
Ah. Got it. For any fellow newbs out there: I had to import UIKit into the header file of NSValue+JNWAdditions.h. This got rid of all the "Expected a type" errors! Makes sense to me now and I have no idea why this took me so long to figure out.
Womp womp

Theos preference loader + tweak error

I am making a cydia tweak with a preference bundle using theos in my iPhone
But I'm getting this error!
This is the code I have in:
PSListController
(I have no idea where is the error in my code. The code is too long to paste here. I made a link to my codes)
http://pastebin.com/gQvYvB89
How do I solve this problem?
This isn't an answer but it won't allow me to comment.
A good alternative to IOSOpenDev is Theos, this is more like you are used to as it works the same as on your iphone. You use the make command and have templates.
Installation is fairly involved but here is a good guide.
http://brandontreb.com/beginning-jailbroken-ios-development-getting-the-tools
You should add #import <UIKit/UIKit.h> at the beginning of the header file (this is a common thing: if you encounter a system defined class or protocol - basically every class that starts with NS or UI and some others - you should remove the header generated by class-dump and import the system header, this will save you a lot of headaches).
By the way, you should really NOT compile stuff on device because the GCC that there's on Cydia is very outdated (I think it's from the iOS 3.x days) and using Theos is a pain in the ass anyway: there is another framework that'll help you building preference bundles (and tweaks, siri extensions, toggles for SBSettings, ...), it's called iOSOpenDev and it lets you use Xcode for these projects, which is a MAJOR improvement over compiling on device from the command line (so without code completion, syntax highlighting and all those great improvements Xcode can give you).
PS: if you choose to move to iOSOpenDev feel free to ask for explanations, I have some experience with it ;)

Lexical or Preprocessor issue / xmlversion.h not found when using Sudzc/VTK in an iOS app

I've set up VES and am modifying the Kiwiviewer app in XCode 4.3.2. Kiwi builds and runs fine, so I'm now trying to set up Sudzc within my app (it works fine standalone). I've followed the tutorial here but at the point after modifying the headers, where his app builds and runs, mine instead comes up with a succession of errors. At first, it gives >150 errors all along the lines of:
Lexical or Preprocessor Issue
Invalid token at start of a preprocessor expression
Mostly pointing at the line
#include "xmlversion.h"
in a file tree.h, which is a part of vtkmodular/Utilities/vtklibxml2/include/libxml/tree.h.
Changing the " " to < > (which was suggested for a similar problem) instead gives another Lexical or Preprocessor Issue, this time that 'xmlversion.h' file not found - seemingly all in the file tree.h. The file's in my Project Navigator (and cmd-clicking on #include "xmlversion.h" does indeed load the file, so it understands it that way).
Presumably then the problem is with vtk having its own version of libxml2? If this is the case - what can I do about this? All of the errors I've looked at seem to originate from within soap handler classes, and eventually get through to "include < libxml/tree.h>" - which is then in the vtk directory shown above. I'm not really sure where to go from here - is it wrong to include the library that's added in the instructions? Can/should I modify the header paths? If this isn't the tree.h the rest of the code is looking for, where is it - a quick system search didn't find it?
Or am I completely off the mark?
Thanks in advance!
I got an answer from the VES Mailing List, link here. It ended up being as simple as removing the VTK version of libxml2, which it seems VES doesn't use. Hope this might be of use to someone!

Flex ANE, iOS and ARC

Good day
I have created a static library with Xcode. Then I compiled my ANE using adobe's ADT tool. Thereafter I've included the ANE in my FlashBuilder project. However, when attempting to package my project, I get the following error:
"Error occurred while packaging the application:
Undefined Symbols: "_obj_storeStrong", referenced from ...
.
"_obj_release", referenced from ...
.
"
My guess is that ARC is probably not supported for ANE's. I'm guessing that this is probably due to the fact that FlashBuilder is recompiling the entire AIR + the native libs into one iOS application, probably using their own compiler or something (which is why Air apps for iOS can be compiled on windows platforms as well), and this compiler is probably not 4.3 ready yet?
I have attempted adding the flag -fobjc-arc to my ios-platformoptions.xml as well (where this file is the parameter to the -platformoptions flag of adt), but still no joy. It results once again in an error when packaging. Perhaps any other flag I can try to use here?
Any corrections, suggestions, alternative ideas or comments will be most welcome. I am very new to Xcode, Objective C and ANE, so please excuse any incorrect statements or assumptions, and please correct me on these.
I would be glad if somebody can please confirm weather I am correct with my assumption that I cannot use ARC at this stage on ANE's.
Thanks
Christo
START EDIT:
Very late update, sorry.
You might be able to use ARC after all. There is a library called arc lite that I forgot to mention and it works. I created an ANE for MapKit on iOS targeting the 5.0.x SDK. When I tried to move to a device that only had 4.3.x ( could have been 4.3.3 or 4.3.5 ) the app crashed or would not compile. I found information on the arc lite library that is included in the newer sdks, followed the instructions on how to include this library and pow! A working ANE on a 4.3.x device without rewriting my code!
Hope all of this helps and half of my original comment :)
Markus
END EDIT
I don't think ARC is supported just yet. There isn't much to go on in terms of settings or examples of what the settings should be in Xcode. Take a look at any of the Xcode ANE projects you can get your hands on. You will see that most or all of the projects have:
Object-C Automatice Reference counting = NO
Objective-C++ Automatic Reference counting = NO
Take a look at the following:
Vibration ANE - On Adobe Devnet site
Liquid Photo - http://www.liquid-photo.com/2011/10/30/common-native-extension-issues/
Liquid Photo - http://www.liquid-photo.com/2011/10/28/native-extension-for-adobe-air-and-ios-101/
There are a lot of examples in Github but you have to find them via Google. Pull down the Xcode ANE projects and compare the settings.
Hope this helps!!!
Markus

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