Unity xcode "FBLPromises.h" file not found error - xcode

I am trying to create a build from Unity Xcode project but getting this error.
I think that it might be related to firebase & PromiseObjC framework.
I don't know if is there any build setting that i am missing or overlooking.
It would be great if anyone has any idea about this
Thank you.

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XCode doesn't archive unity build

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

Automatic signing is unable to resolve an issue on xcode

When I tried to make an IPA out of my Xcode project (out of my Unity project), this error appeared and I don't know why:
Automatic signing is unable to resolve an issue
The project runs without any problems directly in mobile, and we tried the bundle identifier on other projects, it works. We tried rebuilding the Unity project from other PCs, this project has the same error. We can't make an IPA out of the archive.
Is there someone who knows where to locate the issue and how do we fix it ?
Thank you in advance !
Found it ! This solution worked, if someone is in the same case. https://forum.unity.com/threads/ios-build-failing-fccore-bundle-has-conflicting-provisioning-settings-xcode-9-2-automatic-signi.520730/

Parse SDK, installed facebook framework, GADCustomEventBanner error

I have installed the Facebook SDK framework to integrate with Parse,
however I am now getting an error that says that the following code can not be found:
#import "GADCustomEventBanner.h"
the error is:
'GADCustomEventBanner.h' file not found
Does anyone know where I can find this?
Thanks in advance.
You might have deleted the file. Just download the framework and add the files back in.
Oh and by the way, try using Cocoapods. It gets sooo much easier when you manage your controls and dependencies.

PhoneGap 2.1.0 iOS Mac Xcode CordovaLib

Trying to get some solid documentation on how to get the iPhone emulator in Xcode running with my PhoneGap 2.1.0 project. I pulled it down from a git repo that I originally built on my Mac Pro, now want to run it on my Mac Air. There is a lot of confusion of the terminologies between PhoneGap and Cordova that make it near impossible for a beginner to figure out how to set up a project.
The problem I'm getting when I open my PhoneGap project in XCode is this error:
Lexical or Preprocessor Issue 'Cordova/CDVViewController.h' file not found
Clearly the Cordova class files aren't being seen by XCode, although I included the path to the CordovaLib classes in Preferences -> Source Trees (~/Documents/CordovaLib/.
Just want to get this thing running! Thanks!
Not sure if this will help you, but I am starting to try to get to grips with PhoneGap/Cordova, and found this excellent guide on getting it going.
It uses Cordova, which I am led to believe is the source of PhoneGap (Still SLightly Confused tbh), hopefully it will help you in one way or another, it certainly got me up and running :)
https://docs.google.com/viewer?a=v&pid=forums&srcid=MDUyNDQxMjA3MzY2NzYzNDU0MjgBMTAxMDE4ODcyODc5Njc4NDQwMzQBOWNxRFF3Z0UyX29KATQBAXYy

Integrateing openfeint in xcode using unity3d

I want to make an openfeint leaderboard in xcode using Unity3d.
I am using Unity 3.2 and openfeint 2.9.1.
I have built correctly as well as what they told in openfeint Unity support readme.txt and open feint web link.
But I'm getting error like
Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++-4.2 failed with exit code 1
What am I doing wrong?
I'm working with ios 4.2.
I have tried and corrected well all unity player settings and set the target ios platform from 3.0 to 3.2 but I am getting the same error.
Can any one point out what am doing wrong.?
Thank you.
The solution is easy but took time as it happens :)
In Editor\OpenFeint\XCode\Appcontroller+OpenFeint.mm You must remove UnitySetAudioSessionActive() in the methods dashboardDidDisappear() and dashboardWillDisappear().
And everything becomes OK. Don't understand why it is there at all when UnityPause() is there?
UPDATED: You must remove UnitySetAudioSessionActive() ONLY in the methods dashboardWillAppear() and dashboardDidDisappear() (or sound will stop playing after disabling device there...
by that I thought you will get out from your OpenFeint Problem ..
Vivek Shah

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