Workaround for creating Gluon projects without falling back to previous Buildships? - gluon

I was trying to create a new (test) Gluon Single View Project to discover a compiling error with my team's iOS app. This was using the latest Buildships version 2x for Eclipse 4.7 Oxygen on Mac OS X 10.12.5.
Got to the last step of creating the project and the Finish button was unresponsive. Eclipse Error Log (pictured) showed "Unhandled event loop exception."
Thankfully, this SO question (Eclipse gluon new project does not finish) pointed me in the right direction, and I was able to:
1) uninstall Buildships 2x
2) install an old Buildships version from a third-party Github directory
3) make progress on my original task
Is this something being handled on the Buildships developer end, and is there a temporary workaround to reverting to an old version?

Related

Installation fails when trying to install Unity AndroidPlayer on macOS

I'm having trouble installing the latest version of Unity's AndroidPlayer (v5.6.1f1) on my macOS MacBook Pro (macOS version 10.12.5)
I already have Unity installed and working, but all I'm trying to do is add ability to run my games on an Android device (I have Android SDK configured and working from my previous Android App development)
I'm running the pkg file that I got from Unity called UnitySetup-Android-Support-for-Editor-5.6.1f1.pkg and go through the installation process, but after the installer begins to install the software, it fails and looking at the logs it states that PackageKit: Session UUID file exists - will not overwrite [some long path]/[filename].activeSandbox
Anyone knows what could be the problem? I've even restarted my Mac / re-downloaded the file with no avail...
I managed to defeat the issue by installing the required packages from the Unity Hub, instead of manually downloading & installing.
Start Unity -> click Installs -> reveal Add Modules by clicking the vertical 3 dots and select the modules required by clicking on the checkboxes.
I managed to install Android support using the full Unity3D installer and making sure that the Android support is selected. Could be a specific problem with the AndroidPlayer installation package.
If anyone else runs into this and is unable to see the Add Modules button described in the other answer, you need to install the editor through Unity Hub in order to see that option.
I removed the old editor, went to:
https://unity3d.com/get-unity/download/archive
and then clicked the Unity Hub button for the specific version I was using. That way you're able to Add Modules :)

Unity 5.6 Mac 2D Project Build Won't Run

I have a Unity 5.6 2D project that I've created on my Mac (macOS Sierra). The game plays fine when I run it inside of Unity. However, when I "build and run", it appears to build fine (it creates the application), but it never runs. I have sent the project to another user who is able to successfully build his projects, but he has the same issue when trying to build mine. I've tried both an x86x64 and Universal build, but I have the same results. Application doesn't show in Activity Monitor either.
HELP - I need to turn this in for a class!!!!
Thanks!
Thank you #Programmer and #Coolq B for all your help. I was able to get it to work by exporting everything out of my project, and import it into a new project. Clearly, there was something corrupt in the original project.

How to add Core Plot as static library to Mac app?

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

xcode 4.5.2 upgrade issue

With previous version of xcode works perfectly for my cocos2d and box2d project
but today i upgrad it(to xcode 4.5.2) because my iphone device was having os version issue.
and then all of my upgrade progress finished
i have some trouble with in it
when i run the project in new xcode, it started complain me that i have no Default.png
but i'am already have defalult.png in my project
so why this happening ? and how can i figure it out...
i've already clean and rebuild
and also delete default.png and recopy from original arsenal
but same problem occurred
(as you guess .. i'm not good at explain my opinion in english.. sorry for that.. )
I expect you mean this:
Missing - "Default-568h#2x.png" launch image"
That is the startup image for the iPhone 5 screen. If you click on the warning it will create one for you.

Xcode 4 always shows "Scanning for working copies", keeps re-downloading libs

note I have read several other questions on this but am still confused
Firstly: I have a clean install of XCode 4.5 and have used it to open and build a CMake-generated .xcodeproj. Things build fine but as many other questions mention, it constantly shows a #Scanning for working copies" progress bar.
I have not distributed or packaged any apps or anything like that, and I have no SCM set up.
Secondly:
Every time I launch Xcode 4.5, it starts downloading:
Xcode 4.5 Developer library
OS X 10.8 Core Library
iOS 6.0 Library
I've waited for it to finish a couple of times but still the next time, it does it again. It doesn't seem to stop me being able to build, what's going on here?
No idea if it's related, but I earlier got a warning from a snapshot saying I didn't have access to the location it wanted to save to (inside the XCode.app dir IIRC).
You can manually stop the downloading of these libraries from the preferences > downloads .Also make sure the "Check for and install updates automatically" is unchecked.

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