I never had this issue but I opened Xcode and all of a sudden the SwiftUI app was not compiling throwing the error: 'grpcpp/grpcpp.h' file not found. I am using the package SDK from github (most updated version) and cant get the app to run. Anyone ran into this issue before? Thanks! Greatly appreciate any help.
Found this, which might help: https://github.com/firebase/firebase-ios-sdk/issues/1916. Here's the suggested answer from the link but feel free to read the whole thread:
this should be an issue with misconfiguration of HEADER_SEARCH_PATHS or related settings by CocoaPods. Removing $(SRCROOT)/Pods/ from TARGETS -> Build Settings -> Header Search Paths will fix this issue.
Related
I am working on a Flutter project where the Android build is working totally fine, but the iOS build was broken by 'Flutter/Flutter.h' file not found on GeneratedPluginRegistrant.h file.
I have tried all possible solutions for upgrading my Flutter SDK, all dependencies, removing pod files and installing them again, even tried deleting the whole iOS project and recreating the iOS project and setup again.
Still, I am facing this issue.
Please consider the below screenshots for the flutter doctor and issues.
Please let me know the possible solution and what am I doing wrong here.
Looking for positive solutions, Thanks in advance.
This is because of a dependency. A package or plugin is not completely installed or there is an error in installation. Just try to flutter clean and flutter pub get few times and this will install all dependencies correctly and this error will be gone. Thank you
I have installed the latest versions of Unity (2017.3.1), Daydream SDKs (GVR SDK for Unity v1.130.0) and followed the steps here: https://developers.google.com/vr/develop/unity/get-started#configure_build_settings_and_player_settings
However when I press Play I get the following error, ideas on what is the reason & how to fix it?
Assets/GoogleVR/Editor/GvrBuildProcessor.cs(20,19): error CS0234: The type or namespace name 'iOS' does not exist in the namespace 'UnityEditor'. Are you missing an assembly reference?
Edit: Issue fixed after a few hours of submission on GitHub with the release of GVR SDK for Unity v1.130.1
If you're facing with this problem there are 2 steps to solve it:
Make sure that "iOS Build Support" is checked in Unity Hub -> Installs as Adam mentioned (if U're developing for iOS platform then this option most definitely is already checked).
Place your script in Assets -> Editor folder. UnityEditor.iOS.Xcode namespace cannot be used in your main project. It works only in special Assembly-CSharp-Editor project intended to modify native Xcode project. (That's the option that worked for me after searching a ton of forums).
The Official Solution:
https://forum.unity.com/threads/unityeditor-ios-xcode-ios-namespace-doesnt-exist.365381/
Step by step I did:
Figure 1 shows the Unity Download Assistent installation file that should be run.
Figure 2 shows the "iOS Build Support" option that should be checked for installation.
I went ahead and changed the "Current Platform" to "iOS" in Unity Hub, This is a quick fix and it works now.
Change "Current Platform" to iOS Image:
If you have installed IOS build through unity hub while the project is open, try restarting Unity Hub and Unity Editor. This solved my issue.
I met this issue When useing unity-arkit-plugin to develop something, i did nothing but import this plugin it throw this error .
And after i installed UnitySetup-IOS-Support-for-Editor-2017.3.0f3.pkg ,the issue fixed.
This usually happens when iOS Build Support is not installed in Unity Hub
I installed the FBAudienceNetwork (version 4.26.0) with CocoaPods (version 1.3.1). I followed the official manual as published at https://developers.facebook.com/docs/audience-network/ios, but the Xcode still not recognized the framework.
Just to be clear - I opened the project from xcworkspace file.
I tried the following steps with no success:
Install the framework manually, adding the ~/Documents/FacebookSDK path to Framework Search Path
Make sure that the pods project compiled using Swift 4
Added also FBSDKCoreKit (with Bolts) and FBSDKShareKit (both frameworks imported successfully)
Clean the project, delete DerivedData and also clean the pods cache and reinstalling the pods
Nothing worked so far. Anyone faced the same issue and know the reason?
Fixed in v4.27.0
Another solution that uses latest SDK (until Facebook fixes this) is to add a line to your Objc bridging header:
#import <FBAudienceNetwork/FBAudienceNetwork.h>
Of course this assumes you are using a bridging header, and if you're not then you could add one but that defeats the point of using modules. Hopefully Facebook fixes this soon.
I'm also seeing the same problem. I'm watching the Facebook bug report, but it's already been closed so I don't have high hopes of it being fixed anytime soon. Facebook suggested adding "$(SRCROOT)" to your Framework Search Paths as a work around, but it didn't work for me.
For now, I've manually locked my "FBAudienceNetwork" pod to version 4.25.0 with the following line in my Podfile:
pod 'FBAudienceNetwork', '4.25.0'
Try this solution it will fix your issue.
You need to rename FBAudienceNetwork.modulemap to module.modulemap in FBAudienceNetwork.framework/Modules folder.
v4.26
From the audience network installation guide
Good luck
Following this post:
https://developers.facebook.com/bugs/185968218614056/
and after downgrade to version 4.23 (supported by MoPub mediation as written here: https://github.com/mopub/mopub-ios-sdk/wiki/Integrating-Native-Third-Party-Ad-Networks) the integration is working (by adding the framework manually).
This is a bug in 4.26 version, so anyone that encourage the same issue, you have to wait for Facebook fixing this bug. I recommend to subscribe and follow the discussion I posted.
It works when I'm using only the framework within the "static" folder.
I recently was trying to upgrade my react-native app to use react-native 0.5.0 and firebase. According to this article the react-native sockets are working and the full firebase sdk should be available.
I was previously using firebase-debug and #badfortrains react-native fork with success following the example project https://github.com/badfortrains/wsExample.
Since upgrading to I now am getting this error
When looking at the issues on the react-native repo I came across this https://github.com/sjmueller/firebase-react-native/issues/1
#stephenplusplus says he pushed a bunch of buttons and activated magic. Any idea what he is referencing??
There is also this other SO question Error creating user: { [Error: There are no login transports available for the requested method.] code: 'TRANSPORT_UNAVAILABLE' }
Any help on understanding the issue between using badfortrains with firebase-debug and the newest version of react-native with firebase would be appreciated.
I don't know if I am implementing something incorrectly or if the article mentioned above is a bit overzealous.
Thoughts???
Thanks.
Oddly enough starting a new project from scratch using the react-native-cli generator I was able to copy and paste all of my components over to the new project and have everything work perfectly.
I am not sure where the problem is but I will assume for now that there is an issue with the xcode project settings when trying to upgrade. Despite cleaning the project, resetting xcode to default settings, removing all derived data, restarting the package bundler, nothing worked until I created a new project.
This should prove there is nothing wrong with the JavaScript frameworks but rather it is some obscure xcode project setting. I will continue to look for a solution other than spinning a new project but for now it works.
When I updated my android sdk it gave me an error that did not let me zip align my tool, then with the sdk manager android sdk tools rev 23 and now it gives me a wayyyy more generic error, "failed to export application package" how do I solve this error? Some people suggested to check for updates, but there were no updates! can somebody tell me what is going on?
Problem solved, I just re-installed eclipse, and used the same workspace, that seemed to work!