I have been dealing with the same issue for a few days now. I'm unable to upload any app store connect files due to the libAgoraRTMWrapper file. To be clear, this entire app has been built through Unity using agora SDK. The reason for failure, according to XCode, is that the wrapper "doesn't have the correct file type for this location". Invalid Swift support.
This leads me to wonder if the libagoraRTMWrapper is even necessary. Yes, I would like to keep using RTM but not at the expense of several build failures.
As a sidenote, XCode does mention that the build is being made for iOS but the wrapper was built for iOS + iOS simulator. I don't remember ever specifying that but it could just be the way the SDK was initially imported.
this library is necessary for RTM to work. Do you have a custom build setting for the project? It is verified that the included SDK Demo works on iOS builds. Perhaps you can build that and compare the build setting to yours to find out what went wrong?
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I am trying to push a unity app to the app store (this is a first for me).
Unity builds the project fine, however when I import it in XCode, Archiving or building doesn't work.
The problem occurs when precompiling Prefix.pch
I need to use the geolocalization of the device in order to run my app.
I think that is what creates the framework related issues I am getting (it seems that the errors are in the APK and not in my code).
There files that are giving me errors are located in ios15.5>Frameworks>CoreLocation
I suppose CoreLocation is not imported ?
I did however try to Embed the CoreLocation framework in the Targets>General Tab like so but I have no idea if that is the way to do it:
I am definitely missing something but I don't know what to do at this point.
I am trying to do this using a mac mini with Monterrey OS, XCode 13.4, unity 2021.3.7.
My target os is iOS14.
If someone could give me some advice it would be greatly appreciated !
It seems this question was already answered here:
In the files generated by the unity builds, in
Libraries>Plugins>iOS>NAtiveToolkit
there are files named Locale.h and locale.mm that are conflicting with the Locale.h file of the project.
Renaming them to LocaleTools.h and LocaleTools.mm seemed to do the trick
so I build up an app with React Native (v 0.64). And I made up ios build using Xcode (version 12.3). The app gets build and works without any crash or bug - on simulator and also on real iPhone (latest iOS versions 14.3).
Despite working everything fine, I get during buildtime a LOT of warnings (196). Mostly they are of a two kinds- Nullability issue or Deprecations.
I got all my node modules updated to latest versions and I think the podfile is okay too. But the warnings appear at almost every library I am using, so it makes me assume that I am missing some more general point (maybe wrong podfile or something like that). What I am missing?
I am about to publish on App store in next days (after working several weeks on this project) and this makes me worried so much. I attach screen from the Xcode of mentioned errors (part of those). Any help would be much appreciated in advance. Thank you.
After cleaning the build and deploying the app for the first time (both on a physical device and a simulator), it works the way it's supposed to. But after I change something and redeploy, SkiaSharp (libSkiaSharp.framework) and Realm (realm-wrappers.framework) don't get added to the app bundle Frameworks folder.
Other frameworks get added as usual after redeploys, but these two don't.
I already tried to disable incremental builds and device-specific builds, and it didn't fix it. I don't have a clue why this is happening.
After updating to Xamarin.Forms 4.8 the issue was fixed.
To my understanding, Nativescript takes the javascript (or typescript) + nativescript code and creates project files for both android and ios in order to be able to run them as native apps. I also know that these files all seem to be located in the Resources directory. However when I try to run a simulator from the xcode project that is created, it fails.
I don't want to know how to fix the simulator failure, I just want to know if it's possible for a swift developer to take the xcode project created by Nativescript and continue developing as a regular native app.
If so, is this possible with the android project as well?
Please check this out
https://www.nativescript.org/blog/using-nativescript-in-an-existing-native-ios-android-applications
The two articles explain in detail how you can embed the NativeScript runtimes in native Objective-C and Android applications.
I have a game which is made with Unity, using both Facebook and Vungle SDKs. This works fine for me in the Android build.
However, when I port this to an iOS project and try to build it, I am getting link errors. Looking through the errors I can see that one of either Vungle or Facebook is always missing. Moreover when i first make the XCode project it has Vungle SDK included but not Facebook and, if I build again to XCode it will have Facebook but no Vungle SDK.
Any subsequent builds come with Facebook only. I have tried many times to rebuild the project. Now is there a way that i could merge these two projects if at all it is possible?
This is giving me the link errors. Can any one tell me whether i am doing something wrong.
The screenshots for the images can be downloaded from the links below:
Also, I can see that Facebook is replaced by a StoreKit framework. Did anyone come across this issue?
It sounds like both SDKs are rebuilding the Xcode framework search paths / linked frameworks from scratch.
You might be able to get around the issue by exporting the project with Facebook included, and then manually adding the Vungle SDK framework into the Xcode project (outlined at https://support.vungle.com/hc/en-us/articles/204430550-Get-Started-with-Vungle-iOS-SDK).