Xcode- Library not found for - IGoogleUtilities - xcode

I am new to Apple and Xcode, I make an application in unity3d and I try to implement AdMob. When I Run for test in xCode I have the error: Library not found for- IGoogleUtilities.
https://imgur.com/a/RTDZPYw
Also when I select "Simulator SDK" from Build Settings/Player Settings/Other Settings the build Button is interactable

Maybe it'il help someone;
"When using Unity 5.6 and above, an xcworkspace is generated that includes the required dependency libraries. Use the generated xcworkspace instead of the standard Xcode project."

Select device SDK from Unity editor.
inside Xcode, You should download and add GoogleMobileAds.framework then rebuild.
Let me know if it helps.

Related

ITMS 90433 Error for uploading app: Xcode 12.4

When I submit my app to App Store as TestFlight, my app goes invalid binary. Error message is give as follows:
....
ITMS-90433: Invalid Swift Support - The file
libswiftAVFoundation.dylib doesn’t have the correct code signature.
Make sure you’re using the correct signature, rebuild your app using
the current public (GM) version of Xcode, and resubmit it. Don’t just
modify the code signature of libswiftAVFoundation.dylib.
Would you please recommend any practices for library version checking or others if any, to ensure my app submission contains valid binary ?
Updates :
I need to go to the company and rebuild my iOS app using Always Embed Swift Standard Libraries -> YES, no issues
Thank you very much
Go to your project target and then -> Build Settings -> Always Embed Swift Standard Libraries and switch to "NO". (this is if you dont use swift in your project).
On the other hand i've seen this more of an issue that has to do with cleaning your project folder.
https://github.com/flutter/flutter/issues/59830#issuecomment-646603022
Having a physical device connected to xcode while building the app solved it on my site. Note: I use flavors in my flutter project.
For some reason, the command line tools was not set in Xcode preferences. So in my case I opened:
Xcode -> Preferences -> Locations
and set Command Line Tools field to match the current version of Xcode, in my case
Xcode 12.4(12D4e)
Then Archive and upload new binary.

Clean Google Cardboard SDK project won't compile

What I did:
I created new project using Unity 3D
switched target to iOS
imported new custom asset "GoogleVRForUnity unitypackage"
created new blank C# behaviour script
hit "compile" in MonoDeveloper
What I got: Compile error "The type or namespace name "Xcode" does not exist in the namespace "UnityEditor.iOS. Are you missing an assembly reference?"
in
using UnityEditor.iOS.Xcode;
in /Assets/GoogleVR/Legacy/Editor/GvrViewerEditor.cs
I changed nothing. Is this a bug? How to fix this?
When I build for iOS from Unity Editor, run XCODE project on my device, everything works as expected.
OS X 10.11.6 (15G31), Unity 5.4.0f3, Google VR SDK seems to be latest (downloaded repo directly from "https://developers.google.com/vr/unity/download")
Of course I have "iOS build support" component.
Solved it.
Should've added .NET reference to:
"/Applications/Unity/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll"
I wonder why it wasn't referenced in the first place.

The selected device specifies an unsupported architecture

I'm trying to launch an Objective C app built on Xcode5 on Xcode6 beta (Version 6.0 (6A215l)). I get the following message when trying to build for any platform except for iPhone 5s:
Xcode cannot run using the selected device.
The selected device specifies an unsupported architecture.
It's not even obvious how to begin troubleshoting this as I can't get to the point where the console is activated. Any pointers?
I just had this myself.
I tried a few things (closing simulator before running, having it open, resetting), but what seemed to fix it was a simple clean, build and then run
If that's not it then I have a couple of other things I did but I don't think they were responsible
I was getting the same issue when the Xcode-> Targets-> General-> Deployment->Devices selected is iPad. but I am going to run this project on iPhone. check your project.
I bumped into this issue after changing the Executable file field in the info tab of my target settings - changing this back to the default ${EXECUTABLE_NAME} fixed it for me.
I was getting the same issue and no amount of cleaning solved it. I had to remove all Swift files from my project. Then I re-added them, but made sure to unselect the "Add to Target" option in the file add dialog. Finally, manually added them to the "Compile Sources" section of your project's "Build Phases". This did it for me. (Also make sure no Swift files end up in the "Copy Bundle Resources" section of Build Phases).
Close simulator if it is opend
Press Command + shift + k (or clean the project by selecting product menu item from xcode menu) and then press Command + r (or run the project)...
iPhone3gs-->iPhone4s:armv7
iPhone5/iPhone5c: armv7s
iPhone5s --> iPhone6Plus :arm64
add architecture to BuildSetting -> Architecture

Include Headers from added frameworks on Xcode

I want to work with some frameworks like glew and cg so i manually added
the needed frameworks to my project by right clicking the project -> Add files to ...
and choosing the correct framework. The problem is, when i try to include the header files,
Xcode cant find any of them. I hope this picture will help to understand:
And:
The error given is for the glew framework, but it also happens on Cg.
As you can see on the left, The needed frameworks were added.
Any idea on how i can include these headers?
After trying to add the header files manually i got an architecture error:
I dont know if this is how it should look like.
Thanks!
Before starting, remove the framework and all files you have added while trying to make it work.
Then, you have to add the frameworks in the Build Phases of your target. Then go into Link Binary With Libraries and select your framework from there.
This should do it. Your headers should be available as auto-completion after each #import directive.
If it does not work (it sometimes happens), there are additional steps I can provide to you.
Additional steps:
Go to your project settings, in the build settings:
Complete the Framework Search Paths with the path of your framework
Do the same with User Header Search Path
Then, it should work. If it does not, you will need to add the full path of your header in the #import directive. Example:
#import "/path/to/my/header.h"
Apple's documentation available here states:
In the project navigator, select
your project
Select your target
Select the 'Build Phases' tab
Open 'Link Binaries With Libraries'
expander
Click the '+' button
Select your framework
(optional) Drag and drop the added
framework to the 'Frameworks' group
In my case I have added Framework Search Paths for Target, but it should be added to Project
Also Always Search Users Path should be yes
For those whose autocomplete fails after adding framework.
I used to add frameworks, by going to Build Phases and taking the Link Binary with Libraries option. Now in XCode 6.1, though project was building fine, autocomplete in XCode was not working.
So what needs to be done is:
Remove the already added framework from Project Navigator and also from Link Binary with Libraries.
Add framework to project by simply File -> Add Files to option in XCode.
And auto complete will start working.
In my case, the external framework had been downloaded with Windows and added to the project. Then it was transferred to OSX, where the Xcode project was built and the external framework didn't load properly. I guess it is because Windows changes the framework folder to be a regular folder, which OSX then has trouble with.
Solution for me was to simply download the framework with OSX and drag it into the framework folder in the XCode project.
In my case I had to update a framework version, so I just replaced the .framework in the filesystem and then I got the error you've mentioned in the question.
Removing the framework and adding it back again, playing with the search paths and all the other suggestions didn't help.
Eventually, cleaning the build folder did the trick:
Select "Product" from the xcode menu, hold the option key and click on: "Clean Build Folder".
After that I built and ran the project successfully.

The selected run destination is not valid for this action

I have opened a project that has always been iphone/ipad. I can't build it now because for some reason my only "Scheme" option is "MyApp My Mac 64-bit". How can I get this set back to iphone/ipad simulator and devices? My "Targeted Device Family" setting is iPhone/iPad.
I had that issue several times. Basically, just set the Base SDK in Build Settings to Latest OS X and it should work properly.
I ran in to this issue recently and i solved it by changing the value of the executable from "None" to "AppName.app" on xcode.
You should change:
Product > Edit scheme -> Run AppName.app -> Info tab -> Executable -> None
to:
Product > Edit scheme -> Run AppName.app -> Info tab -> Executable -> AppName.app
Have you tried editing the Scheme? (I'm assuming you are running XCode 4). I believe you just might need to set the "Base SDK" setting to "iphoneos" (this translates to "Latest iOS").
I was facing same issue in my application and I solved it by following these steps:
1. Go to Project-> Build Settings
2. Change BaseSDK to Latest OS
The above solutions didn't work for me because Xcode 4 didn't give me any choices to go back to iOS. I closed Xcode, opened it again, and then it worked!
I have the same problem, it appears that you also made the jump with the new Xcode 4 upgrade and this appears to be a code incompatibility.
If you want to keep it for IOS (Iphone / Imac ) edit Scheme [Product/Edit Scheme/ Build/ build => Destination drop down list.
Make sure you have installed the Ios SDK before running Xcode.
Elsewhere if you have to compile the same app for the Mac, I'd like also to know the answer as this generate the same errors as you.
I had similar issue recently. Got it solved by doing some changes in Base SDK of Project. Following are steps :
Click on the top-level project icon in the left hand panel
In the right hand panel that appears, select Build Settings (near the top).
Select "All" option (instead of Combined)
Ensure Base SDK is set appropriately, like "OS X 10.7", "Latest iOS(6.1)" etc.
I also just ran in to the issue. For me I was trying to "Build for Testing" and was running into this error.
To fix it I had to "Edit Scheme..." and then in the "Build" dropdown click on "Build" and made sure to check the "Test" checkbox for the Target.
I had the same error message. My solution is to delete the info.plist file from build phrases -> copy bundle resources.
Deployment target is missing for specified SDK ...
Choose other "Deployment Target" (in the Build settings) and simulator will appear.
Note:It's happening when use 5.1 SDK(latest) with XCode 4 on Snow Leopard..
I've just got this error, for me it was because of some reasons my device name didn't appear in xcode devices dropdown, just a generic name. Unplugged and plugged back the device and was fine.
For me I had to combine a couple of the solutions here to get it to work. For me the Project Build Settings were set to "Latest iOS" already.
To fix it, I had to change it to "OS X 10.6", then build the app (it will fail to build), then set it back to "Latest iOS", which now works again.
I just installed Xcode 4.1 (painful!) and when I opened one of my apps that built fine before the upgrade, the only active scheme was "My 64-bit Mac". In this case, the required change was to Edit Schemes, and for the Build scheme's Info tab, set the Executable dropdown to my target. It was set to None. As soon as I did that, the simulator/device showed up instead.
Tried the rest of these with no joy.
AFIAK this is a version control problem, in general not just a Git problem!
I gave a colleague a copy of a project that had modified files in it and this problem occurred.
However when I committed/updated the repo and gave him fresh copy.
This problem was fixed!
I've hit the same issue, needing to build with the 10.6 SDK. But I've found that XCode 4.4 doesn't contain this SDK! So I had to put it back, by opening the XCode.app package contents, and going to:
XCode.app/Contents/Developer/Platforms/MacOSX.platforms/Developer/SDKs
and copying in MacOSX10.6.sdk from my old XCode 3 Developer folder.
Surprisingly enough, this works! When you quit and relaunch XCode, and select the Base SDK for the project, 10.6 appears in the drop-down.
But beware, when XCode installs an update, you'll have to repeat this process, as I found just now after updating to 4.4.1.
I got same error and for some reason after going through all these it did not work. Notice in the very top menue is had my App Name> IOS Developer. Changed to App Name> IPhone 5.0 and went right into Simulator and got no error.

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