Build setting for iOS in Unity - macos

I am struggling to build a just simple AR object for iOS platform with unity and fusoria. The picture below shows my object which I want to build.
When I build this object for iOS platform, empty folder is always created without any app.
On the other hand, when I attempt to build PC, Mac & Linux standalone, it works correctly.
How can I handle with this issue ?
My unity version is 2017.2.0f3 personal and my PC is mac os.
It would be really appreciated if you answered in detail.

Related

With XCode 8 How Do I Target My App To Run on macOS also (it already runs on iPhone / iPad)?

Can someone show me what I change in my project in XCode so that my app will also deploy to a Mac?
For example, I'm running a Mac Mini but I cannot seem to run my app on the actual Mac, even though it is a Universal app and runs on both iPhone and iPad platforms. My app is already deployed to the app store ( https://itunes.apple.com/us/app/cyapass/id1183137527?mt=8 ) and I've tried to install it to the Mac that way, but that doesn't work either.
Is this possible through a simple change in the XCode project?
Or, do I have to create a new project that targets the Mac specifically?
If you have screenshots from XCode those would be greatly appreciated if the change is made in the XCode project.
Unfortunately, there are some frameworks which are not applicable for OS X that iOS development depend on, such as the UIKit. You can see the full list here.
Chameleon, once done, can hopefully make the transition from iOS to OS X easier.
Although, you won't necessarily need to create a new XCode Project, as you can share the common frameworks and logic in-between the two platforms.
You could essentially structure your code like so (inspired by another SO post)
- Workspace
- Shared Code
- File1.m Target: iOS and OSX
- iOS
- File2.m Target: iOS
- OSX
- File3.m Target: OSX
It is although important when doing so to set the appropriate targets of each individual file.
Last but not least, Apple has previously, during WWDC13, given a talk about how to bring iOS Apps to OS X. Note that the talk can only be seen using either the WWDC App or Safari. I have previously found this talk helpful myself once I needed to implement an OS X version of an existing iOS app.
Is this possible through a simple change in the XCode project?
No, it isn't. AppKit and UIKit are utterly different from one another. Even common frameworks such as Core Graphics have different APIs. Basically, you just have to rewrite the app. Your core logic (the model) can be in common, but the workings of the iOS app and the macOS app will be completely separate codebases.

Phonegap stuck at detecting iOS SDK environment

i'm trying to create my first app using Phone Gap, so i manage to Build a "generic" app, after installing node.js and phonegap.
So i'm trying to run the following command on the terminal:
phonegap build ios
And it always get stucked on [phonegap] Detecting iOS SDk Environment.
I have, xCode 5, and i do have all the profiles needed to develop, and distribute for iOS, in fact i couple of hours ago, i just send my first app to Itunes Connect, so i think my environment, is fine.
Any ideas? Thanks for the attention!
So, instead of using the command phonegap build ios, I tried phonegap run ios. The program runs, and also a folder was created with the xCode files.
I still dont know what was wrong, but it worked for me.

Xcode doesn't build for iPhone simulator

I'm working on a iOS project in Xcode 4.5 and I have a workspace with some old libraries that I needed to link as dependancies to my project. I had to go through quite some difficulties before getting it to build and now it finally builds for my device, but not for the simulator. The problem is, I get a bunch of errors like the following (all related to UIKit framework):
- error: 'UIResponder' is unavailable: not available on Mac OS X
and then it just says too many errors emitted, stopping now.
It looks like it's trying to build the project for Mac OS X rather than for iOS, and I have no idea why.
I'm quite new to Xcode 4.5 development and it might just be that I missed something really easy, but I can't seem to find the solution anywhere!
How can I convince Xcode that the iPhone simulator is not Mac OS X?
Make sure that the deployment target is the latest (6.1), the base SDK is iOS 6.1 and targeted device family is iPhone. All these options can be found under the build settings tab for the PROJECT.

Is it possible to port Facebook iOS API to a normal OSX Desktop Application?

is it possible to port the Facebook iOS SDK (https://github.com/facebook/facebook-ios-sdk) from github to a normal OSX Cocoa Application?
I'm a bit inexperienced in the way that I don't know what Projecttype they used for this SDK Project.
The Product is called "libfacebook_ios_sdk.a" and I really don't know what a "*.a" File is.
Can someone give me a hint which Project type I should use in XCode to port this iOS SDK?
Thank you
You can simply change the SDK in the build settings, change the architecture, port the iOS-specific code (UI*) and build it. Then, go to your OSX app in Xcode and add the .a file as a framework.
If you want to copy the code into a new project instead, choose the Static Library template. You can also directly copy the code into your OSX app instead.

Blackberry Development on Mac OS X

I recently started creating applications for mobile devices and have successfully completed an application for the iPhone. I am now turning my attention to the Blackberry but haven't been able to find a convincing article or website that states that it can be done or a tutorial on how to do so. Can Blackberry apps be developed on Mac OS X? If yes, how do I go about doing so? Can anyone please point me in the right direction as I only have access to a Mac and really want to get this project on the road. Thanks in advance for your help.
UPDATE:
RIM has released a MacOS Eclipse plug-in for Blackberry Development: http://na.blackberry.com/eng/developers/javaappdev/macosx.jsp
While there is no built-in simulator, the plug-in DOES support USB tethered device debugging for the Torch 9800 handhelds. I plan to get one; they are ~$499 w/no contract. With a Torch and the new plug-in, Blackberry development is possible without using a VM. (Finally!)
PREVIOUS POST:
Building on MacOS works well once you set it up. I've had less luck with the simulator. On the whole though, being able to run Eclipse natively in MacOS and flip to a Windows VM only for debugging is a big win in my book.
You can get a MacOS version of preverify (see link below for details). I do my development with Eclipse on MacOS X and use Ant to build BB apps.
This blog is excellent and has many of the details to get you started:
http://www.azizuysal.com/2009/07/blackberry-development-on-mac-os-x.html (original link is dead. The "wayback machine" provides us with the original text content, but images and styling are lost to the sands of time. Still worth a read.)
The tricky part is getting the simulator to work. There is a Wine-based work-around, but on my computer, while the simulator was able to run under Wine, the LCD output was scrambled.
Currently, I build COD files from Mac, and my Ant build process drops them into a directory that is shared with a WinXP VM. I can run the simulator stand-alone in this VM. Debugging is also possible by installing Eclipse inside WinXP and pointing the debug configuration it at the source directories.
I've actually got a bit more magic. I enabled some of the Java 1.5 features by compiling against 1.5 and then translating the bytecode to 1.3 prior to the preverify script. (Blackberry only speaks a barbaric 1.3 java, flashback to circa 1992). It's not a silver bullet as some features still don't work, but it does cut down on the need to make everything an untyped Object reference.
Lately, I've been working on a x-platform framework to allow me to write app code once and build against both Android and Blackberry (both are Java). The Android part was easy. It's just a bitch to debug anything in Blackberry. Someone working at RIM decided that Blackberry didn't need to keep Exception stack traces unless there was a catch(Throwable), and then they could do something bizarre, non-standard, and undocumented (catching Throwable behaves weird). I've only kinda-sorta figured out a hack to get stack traces using JavaLoader.exe without breaking into the debugger, and it's barely worth it.
p.s., I now do x-platform development with a single code-base targeting Android, Blackberry, and Desktop. Desktop is great for testing app functionality, with very little Blackberry on-device testing needed once features work in the desktop 'simulator' (a Swing GUI built for debugging our games).
Even though certain components of the RIM development platform are java-based, such as the JDE - other components such as the preverifier and device simulators are implemented as native Windows executables.
Basically, the easiest way to do it is to install Windows on your Mac using Bootcamp or Parallels and run inside a real Windows environment on your Mac.
However, there are other "hackier" ways to do it using Wine, MacPorts, and a number of other tools - as an example see this blog post

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