I downloaded the PointCloud Unity Plugin here. I then followed all the directions on the README file exactly. To be clear, I created a new Unity 4 project, set the platform to iOS in the build settings, set a Bundle Identifier for my app in the player settings, imported the PointCloudUnityPlugin custom package, used the PointCloud menu to request and set an Application Key, opened the test scene and then clicked build and run. When it built, I got an error message in Unity saying "UnityException: Launching iOS Project via XCode4 failed. Check editor log for details." Then, when the project opens in the the Beta version of Xcode 5 (because for no apparent reason it doesn't work in Xcode 4), the Unity splashscreen comes up and then the screen just becomes blue for no apparent reason. It remains blue and there appears to be nothing I can do (rather than doing some cool augmented reality with a dominoe like it;s supposed to do). Any ideas? Thanks!
It turns out that you have to install both the Unity plugin and the sample iOS project and they work together. I'm not sure why but it is working fine now that I have done that.
Related
I added the Amplitude SDK to an existing Unity project, on Android it was fine, but for iOS when I try to build I get this error in xcode ... "'Amplitude\Amplitude.h' file not found"
Project uses Unity 2021.3.9f1 and Ar foundation
I get the same issue with a brand new Unity 2021.3.9f1 project, with nothing in it but the Amplitude SDK. I used the 2.6.0 amplitude-unity.unitypackage file from here https://github.com/amplitude/unity-plugin/releases
Has anyone else encountered this issue and is there a fix or workaround?
So they had two unitypackages available to download on their github site.
On Amplitudes website they say "Download the latest amplitude-unity.unitypackage"
This is the smaller file, the one I used.
But it seems for ios you must.
Download the bigger file called "amplitude-unity-all.unitypackage"
In unity goto Assets\External Dependency manager\iOS resolver\Install cocoapods
build xcode project
In xcode click on unity framework target, then Build Settings\Build Options and set enable bitcode to No
After taking these steps I was able to build and Amplitude worked on iOS
I have reach experience in iOS native app development, My company have a unity app. Unity app developer exported the app for iOS and shared with me. I wanted to use my own created cocoa-pod library (which I have already using in my another iOS App) into Unity iOS project.
So Unity developer exported by File -> Build Settings, choose iOS and click Build, and now I am trying integrated pod (which is written in Swift 4.2) into Unity exported of iOS project.
I have taken medium post and many more reference, I have implemented the same as conclusive direction. Please look the attached screenshot below.
Reference - https://medium.com/ios-os-x-development/swift-and-objective-c-interoperability-2add8e6d6887
Please look the below screenshot for autogenerated file
Now when I am going to import this autogenerated header file to make connection between Objective C to Swift, then it is showing error as attached screenshot below
Please help me to resolve this issue. Thanks in advance.
One thing that has hung me up on this in the past is if you get an error during the initial build, then sometimes it doesn't create the -swift.h file and then subsequent builds also get an error that it's missing. Make sure you've deleted your derived data and cleaned the build folder to reset so everything gets built from the beginning.
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'm usually not a Mac/Xcode user, please forgive me for incorrect terms or understandings.
I have a 2D Unity game which I can successfully build and run on Android and Windows Phone devices/emulators. When building for iOS, I can successfully create the Xcode project, open it and build the app in there. The only change in the iOS-specific player settings I made was to set SDK Version to Simulator SDK.
However, when trying to run it inside the simulator, the splash screen appears, then Xcode pauses on something that looks like an assemby file with an error message: Thread 1: EXC_BAD_ACCESS (code=1, address=0x4).
As I had no idea on what to do, I started stripping down my project (in Unity) until I had no more gameObjects but the camera left on the start scene. Also, I removed all other scenes from the build. The only thing that changed was that above error message now seems to appear on another assembly file.
What could be the issue here? How should I investigate further?
Update
This is the stacktrace:
Update 2
I've created a new blank Unity project, and I get the exactly same error there. The problem seems to be related to Unity or my machine, not the app itself.
Workaround
After days of researching, I still couldn't resolve the issue and finally built for a real devices instead of the simulator. Since I don't own one, I "blindly" submitted the result to the app store, and it got accepted.
For me, that's the proof that the issue is solely related to the combination of Unity and the iOS simulator, i.e. that those two don't work together reliably.
On the other hand, it seems relatively safe to assume that an app will work on iOS if it's been successfully tested on Android, Windows Phone and the default player. Of course, unless iOS-specific features are implemented.
I only know one reason, that leads to this behaviour (device builds work, but simulator builds won't).
=> This could happen, when using native iOS code / plugins
To fix that, you'll have to modify the <path-to-xcode-project>/Libraries/RegisterMonoModules.cpp file, cause somehow Unity does not register those classes/methods for the simulator.
Just look for #if !(TARGET_IPHONE_SIMULATOR) defines and shift them to have all your plugins included, also in the simulator. There will be some move mono_dl_register_symbol() that you'll need.
I started developing the iphone app using phonegap >>
I have used phonegap before for android app>and also fbconnect for android but for ios I am not able to configure it>> I gone through many tutorials and Questions from stackoverflow>
I am following this tutorial
https://github.com/davejohnson/phonegap-plugin-facebook-connect/
and every things goes right but the steps 11 to 14 >> and last ios URL SCHEME
thats are the steps which are confusing me aND I AM UNABLE TO COMPLETE THat steps>>
and if I compile without thats steps>>
its giving the following error>>
error: Cordova/CDV.h: No such file or directory
#Geeniewanted :: this is the screen
For 11. If you click on the top-level 'phonegapFacebookApplication' in your project navigator (with the blue x-code project icon to it's left), that should show you all the project settings on the main center window. There you will find a tab that says "Build Phases", and within that, you'll find an option to add Link binaries with Libraries. #Geeniewanted has nicely written out a solution to that above.
I should warn you though that if you're using the lastest PhoneGap Build, or Cordova, you'll notice that there isn't a Cordova.plist anymore. That is because with PhoneGap 2.3.0 they've changed that to the 'config.xml'. And so you'll have to add your plug-ins to there.
I would recommend that you follow the video tutorial from Facebook-Dev to set up your Facebook iOS SDK within x-code: https://developers.facebook.com/docs/getting-started/facebook-sdk-for-ios/3.1/#project
you can use the following link to use the childbrowser plugin and facebook
http://www.drewdahlman.com/meusLabs/?p=88#comment-1544
it's possible to update this to the new inappbrowser