I intend to submit an existing macOS game to Steam. It was made with Xcode using Objective-C and Swift.
According to the Steamworks documentation I need to link libsteam_api.dylib in the Xcode project.
However this does not seem to be enough. Several specific build and target settings need to be made, of which I can find no documentation. Also several other conditions need to be met, such as init calls that should be made.
The non-C++ language support page unfortunately has no information about Objective-C / Swift / Xcode and searching the web does not return any useful information other than how to code sign Mac games for Steam.
Is there any tutorial / help / step by step guide on how to do make the game submittable to Steam?
You can use Objective-C++ for easy integrate SteamWorks API to your Xcode project.
SteamWorks SDK has example named "steamworksexample" that show how to use it.
Related
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 been porting an app from Objective C to Swift. In Objective C I get autocomplete in the Xcode debug pane as shown. However, the Swift version does not. I may be missing something simple but after working around this for a few months I give up. Attached are relevant screenshots (top is Objective C).
I realize this may not be a language specific feature but how do you get debug autocomplete functionality in Swift like Objective C?
Try the control+Space combination forcefully at locations. Sometimes it helps.
There's also this link I found. maybe it could help:
XCode 6 isn't autocompleting in swift
Answer is late, but I want to see my answer more people for this situation.
This is not Xcode Problem. Erasing Derived data is just temporary work.
I guess you are included by one of them
Your application is support Above iOS 7 (not iOS 8)
Use Cocoapod or 3rd party app
Autocomplete is not working when you develop with swift above iOS7. Swift did't recommend to use static lib, but iOS7 support only static lib not dynamic lib.
(see this post https://blog.cocoapods.org/CocoaPods-0.36/,
http://corinnekrych.blogspot.kr/2015/04/how-well-does-swift-plays-on-ios7.html)
Change your project to iOS 8
Cocoapod will need use_frameworks! if you want to support dynamic lib.
If you use dynamic link, You don't have to write header in Bridge_header. Import it in Swift file like Import UIKit
One more trick is just clean your Project will make Swift Auto complete, but after rebuild, you can't use auto complete.
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).
I am working on a Mac App project using Xcode 5.0.2. Currently Core Plot 1.1 is integrated in the project. I did this following the instructions on the Core Plot project page: The Core Plot source code is integrated in my project and compiles alongside with my app.
Since I switched from Xcode 4 to 5 I have trouble starting my app. The receipt validation code that runs at startup cannot verify the apps receipt any more. The console shows a hint that the app is not signed properly:
storeagent[329]: Unsigned app (/Users/MyUser/Library/Developer/Xcode/DerivedData/MyApp-gvgullbzaekzujejuhfssrnmmmit/Build/Products/Debug/MyApp.app).
I found a hint that there is a problem signing nested bundles like Core Plot when using Xcode 5 on Mavericks.
Because of this I would like to integrate Core Plot as static library instead of as nested bundle. However the instructions on the Core Plot page (see link above) only describes this option for iOS projects.
Is it possible to use Core Plot as static library in an Mac App project as well? What would be the necessary steps to do this?
You have probably figured out a way to do this already, but as I was struggling with the same thing myself and the steps, while simple, don't seem to be explained anywhere I thought I would do so as an answer here. As you mentioned, this is not explained on the CorePlot Mac Setup Page, so it may cause complications or become obsolete down the road, but it is working for me as of right now. Steps are:
Download the latest CorePlot release
Copy the file Binaries/MacOS/CorePlot.framework into your project (drag and drop or by using "Add files to ..."
Make sure you enable "Copy items into destination group's folder (if needed)"
Make sure the new framework is added to the applications target membership
Set up the framework to be copied during build
Under Build Phases, add a Copy Files phase if there is none
Change the destination to "frameworks"
Drag the CorePlot.framework file from the Project Navigator into the file list
I have an app written in MONOTOUCH. It works- I tested it with TESTFLIGHT. It is being added to a larger app, and that developer needs the full xcode project. Do I need to have it rewritten or is there a way to convert it easily.
There is no way to convert Mono code to Objective-C code.
There is an --xcode option that may or may not work. It has not been maintained and we do not officially support it, so I would not depend on it working.
My suggestion is to keep the two applications separate, and transfer control from one to the other by using urls. You register two url handlers "firstApp:" and "secondApp:" and when you need to go from the first to the second, you issue a Url open to "SecondApp:statevariables" and the same process is repeated to go back.
If you have a MonoTouch license, you can use mtouch --xcode yourapp.exe to generate Objective-C code. It doesn't work in the evaluation version.
Much more detail is available in this Stack Overflow answer.