I have a working app that I have ran on the iPhone countless times. Everything has worked and the app will run on the iPad in compatibility mode. The problem came when I duplicated my iPhone target and hit "Transion to iPad" When building to my iPad device I get 1 error - Apple Mach-O Linker Error.Does anyone have any advice on a fix for this?
Thanks
Tanner
Did you read the output you posted? The linker can't find the OAuth library you're using. Verify Xcode knows where the library is.
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I have been trying to test and debug on my iPad but I have not been able to get it to work. I develop on a PC and remotely build to a Mac onto an iPad Pro with iPadOS 15.2.1. It works fine when I build to a physical iPhone 11 with iOS 15.1. I even get it to work on an iPad Pro emulator. I went through the entire documentation on Microsoft and that was no help. I attached a YouTube video of my issue to help better illustrate the problem.
My iPad is provisioned for development on my Apple Developer Account.
I have tried placing breakpoints before the Forms.Init in the AppDelegate.cs and it doesn't reach that point. It does, however, reach my launch screen before it crashes.
I have also created a quick project in Xcode with the same bundle Id and the quick project runs as expected.
I am using Xcode 13.2.1 and Xamarin.Forms 5.0.0.2337.
Thanks for any help in advance.
Click here to see the issue
This is a known issue which reported here : https://github.com/xamarin/xamarin-macios/issues/9938 .
The possible workaround is
Add --weak-framework SensorKit to the additional mtouch arguments.
Switch linking option between Don't Link and Link Framework SDKs Only .
As per the same github comment shown above the statement the mtouch arguement --weak-framework=SensorKit.framework/SensorKit worked for me instead of --weak-framework SensorKit
What I had to do to work around this was set the deployment target lower (in my case 9.0) in my info.plist.
I have Xcode 10.3 and iPhone 11. When I run the project there are no errors. It compiles, and then throws an error
dyld_shared_cache_extract_dylibs failed
In the Devices and Simulators window, my iPhone 11 defines it as iPhone 4. I think the problem is somewhat related to this. Because iPhoneX on the same system (13.3.1) starts up normally.
I watched a lot of sites where they say add files, etc., but that doesn’t help me.
I will be grateful for the help
I am trying to run my iOS app that I developed in Unity on XCode but I am getting this error:
dyld: Symbol not found: _gEnableStylusTouch
Referenced from: /Users//Library/Developer/CoreSimulator/Devices/91CAEC4E-6706-4B87-AA7A-323CB629C56E/data/Containers/Bundle/Application/E591C7A6-EA53-470E-BDF0-8CF2C3DDF686/dsapp.app/dsapp
Expected in: flat namespace
in /Users//Library/Developer/CoreSimulator/Devices/91CAEC4E-6706-4B87-AA7A-323CB629C56E/data/Containers/Bundle/Application/E591C7A6-EA53-470E-BDF0-8CF2C3DDF686/dsapp.app/dsapp
This is only happening when I am running on the iPhone6 simulator. It works on all the simulators before iPhone6.
Here are some details of my environment:
Unity3D version: 5.3.3f1
XCode version: 7.2.1
Does anyone know how I can get rid of this error, I have read other related questions that say this problem has to do with linked frameworks and libraries but I am still unsure of how I can solve this issue. Any help is appreciated.
EDIT
Note that I am also getting this error when I submit to the apple store. It needs to be fixed otherwise I can't get my app in the store.
Added screenshots below.
In the Unity3D player settings for iOS, I changed the scripting backend from Mono to IL2CPP and selected Universal as my architecture and it worked. I submitted to the apple store with no errors and it was successfully reviewed and accepted. I'm not exactly sure why it solved the issue, I was just fiddling around with different options.
I have searched Stack Overflow, Google and fellow peers for a current workaround in Xcode 6 for this error but have failed in doing so.
Note that this error occurs ONLY when attempting to run my app ON A DEVICE USING XCODE 6.
(This is not an issue when using the simulators, and I can build my app on a device using Xcode 5)
It seems to be a framework or library issue, but since it is able to work in almost every other possible way, I am not sure where the solution resides. I was using Xcode 6.0.
Here is the error:
I have checked my architecture settings, my frameworks and project files. Everything that needs to be included seems to be there.
This looks like it might be a silly error to do with Cocos2d and/or Xcode6. I have used SpriteBuilder to create the app. If you have a fix or have this error, any insight would be appreciated, thank you!
Found a fix. Downloaded the new Xcode6 version from the App Store. Xcode 6.0.1 (6A317) and it runs on all devices and simulators.
(There was no notification to update Xcode, you must search for it and download the new version)
I have an application built against iOS 7, but targeted for iOS 5.1 since I only have an iPad 1 available for testing. It's an all native library, with very minimal iOS dependencies. I am able to run the app on my iPad just fine, but when I try to Profile it, XCode 5 immediately changes the status to 'Finished running on iPad', and the Instruments window shows a warning saying 'This device does not support this instrument'. I see this behavior regardless of which instrument I choose from the Instruments panel.
I have tried other suggestions from similar issues posted on Stackoverflow such as
1. Cleaning my app and rebuilding
2. Restarting XCode
3. Deleting my app from the device
4. Changing the deployment target from 'iPhone/iPad' to just 'iPhone'
None of these have helped me get over this problem. Is there something fundamentally not supported in the configuration that I am trying to run ? Since the app runs correctly on the iPad, this seems like just a problem with Instruments compatibility, so I welcome any comments / suggestions on resolving this.
Thanks.