Unity building for iOS - build succeeds but nothing happens - unity3d

I have a Unity app which successfully builds for iOS with no errors in the console, but nothing happens. No errors, and nothing appears on the connected iPad/iPhone.
I have XCode installed and I created an Apple ID following the Unity Manual, but there's no other special steps listed there to follow.
How do I run my development iOS build on a connected device?

There are a few extra steps you need to take to run your app:
After the build, open the XCode project that was generated.
Select the "Unity-iPhone" root of the project, then select the "Signing & Capabilities" tab.
Enable "Automatically manage signing"
Under "Team", add an account, sign in with your Apple ID, and then select it in the dropdown.
Click the Play button to build and run your project to your device.
On your iPhone/iPad, open Settings > General > Device Management and trust the app.
It should now run.
Tested with Mac 11.2.3 (Big Sur), iOS 14.4, XCode 12.4, and Unity 2019.4 LTS.

Related

It appears that your application still contains the default signing identifier

The flutter app was working completely fine. After few days when i tried to run in ios device it said like this "open xcode and try product -> run and try fixing it . After doing this and still showed me the same error".
Product -> run ,
flutter clean ,
flutter packages get ,
open ios/Runner.xcworkspace ,
signing in General(target) ->select team
If anyone had their app running before and faced this error, what worked for me was (note I am using a Macbook pro), was to open up the terminal first.
Then navigate to the project folder and typing in open ios/Runner.xcworkspace.
This command will open up your xcode. From there you can select you device on the top (emulator or physical ios device), and click on run.
Once it builds and runs successfully, it will fix the issue you are facing, now you can go to VS code or android studio and try flutter run and it should work.
If you see this error when trying to run your app on your iPhone for the first time, it's because your xCode signing identifier contains a default one and needs updating.
Here's how to solved this issue:
In VsCode, right click the ios folder and click Xcode.
In XCode, click Runner , The top option on the left then 'Signing & Capabilities'
Click 'Automatically manage signing'
Select your Team, if you don't have one setup, click 'Add an account' and continue to the next step.
Select "Add your Apple ID"
Click Manage Certificates then click the '+' button located in the corner , then click 'Apple Development' to add a signing certificate.
Click Done. Signing Certificate should display 'Apple Development: yourAppleID..."
Select your connected iPhone from the build destination dropdown - see screenshot
Click the big play button to run the build in xCode
Trust your iPhone - Open your iPhone settings > General > Device Management or VPN & Device Management > Under Developer APP, select Apple Development : your appleID > Click Trust "Apple Development: "your apple id...."
Open vsCode and run flutter clean && flutter run.
To Fellow up with Harsh, if you have no paid Apple Developer license, your certificate runs out after a week.
In my case, I needed again to trust my developer certificate on my iPhone, again. Before that, I also received your error. If you open up your app with Xcode, you will see the real error message.
Building for iOS, but the linked and embedded framework 'App.framework' was built for iOS Simulator. (in target 'Runner' from project 'Runner')
You are encountering this error because com.example hasn't been registered as a Bundle ID on your developer account. I encountered this error while trying to use platform methods. I rectified the issue by creating a new Bundle ID on my Apple Developer Account - something like com.abc.appName. Here, abc is the name of my company. And then created a new project with this Bundle ID. Open up Xcode and under Runner -> Runner Target -> Signing and Capabilities add your Team name and make sure the automatically manage signing option is turned on
My issue was that I added the exclusion of arm64 in Xcode because my simulator was not running due to some dependency (google map?). When i deleted this arm64 exclusion for ios sdk (left it for simulator) inside xcode, runner, build settings, excluded architecture. The app could run again on physical device.
The default signing identifier is com.example.
Sounds like you haven't changed it.

Titanium iOS Simulator (run button greyed out)

Info:
Titanium Studio, build: 3.1.0.201304151600
Build: jenkins-titanium-rcp-master-417 (origin/master)
Date: 15 April 2013, 16:04:14
iOS configuration details: iOS SDK is installed correctly!
Xcode: Version 4.6.2 (4H1003)
Mac OS X: v. 10.8.3
Problem description:
Hello there,
I am trying to configure Titanium in order for it to build apps for both Android 4.x and iOS 6.1. The Android part works fine so far, the iOS part doesn't (the "run" button in run configurations under the newly created iPhone configuration is greyed out).
In its preferences Titanium automatically found the iOS SDK Home path, developer certificates are present, as are provisioning profiles. The device is also registered (I can build, compile and install iOS apps on an actual device using the latest Xcode Version 4.6.2 (4H1003) on 64-bit Mac OS X 10.8.3). The Xcode iOS emulator also works fine.
I also tried to create a new configuration under iOS Application Installer but there is a red x in front of "select development certificate" and I can not change anything. The same goes for "select provisioning profile". When I click "browse" to select a project, the list is empty.
Any ideas, anyone? :-)
Kind regards,
Pieter Vloem

iPhone Cannot debug any new projects on my iPhone

When I click my iPhone into the USB port, I hear the clicking sound and on my project it shows checking dd symbols and a little progress bar appears. But, when I click on the drop down list, upper right hand corner, my device does not show up, still says any iOS device. When I click debug, a box comes up saying xcode cannot run using using the selected device.
"No provisioned iOS devices are available with a compatible iOS version. Connect an iOS device with a recent enough version of iOS to run your application or choose an iOS simulator as the destination"
I checked to see what sdk version my project was using, it is 5.1.
On the organizer it says my iPhone is using software version 5.0.1.1,
Questions,
Do I have to upgrade my iPhone to 5.1?
I went to iTunes to upgrade it and they only had a option for 5.1.1, if I upgrade it to 5.1.1, will it still work with my xcode which has sdk 5.1 not 5.1.1
Any idea how to get my iPhone to work with the new projects created?
Also, the old projects are using sdk 5.1 and they run fine, could it be a different problem?
Just set the "Deployment Target" for targets and project to your device version.
To do this, click the project in the navigator -> info for project and summary for targets. There you find the deployment target.
Hope this helps
Try run a any XCode 3. And open him Organizer. Then will show a question about Collecting device. Press and reconnect a device. Must help. This helps in my case :)

xcode cannot find the software image to install this version

I'm new to xCode development and struggling my way through the provisioning system trying to run a Hello World app on a real device. I went through al steps and everything seems fine but one thing:
When i click my device (Iphone 3G running IOS 4.2.1) in the xCode organizer the following message is displayed under Software Version: Xcode cannot find the software image to install this version...
Also the provisioning profiles show no status in the organizer (both in the library and on the device). On the provisioning portal they have the status active.
I hope someone can help me, thanks!!
ps. i am working with xcode 4
Update: OK, I've found the solution -> set deployment target to 4.2 in info tab: https://discussions.apple.com/thread/2780316?start=0&tstar
The message "xcode cannot find the software image to install this version" seen in the organiser window... This is just a notification rather than a problematic error.
If you want to eliminate this message anyway, I found I was able to do this by running restore within iTunes. Part of that process involves downloading some stuff, which I presume is the 'software image'.
But, as explained in Technical Q&A QA1569 "This message does not prevent you from using the device for development purposes. The only effect is the inability to reinstall the OS currently on the device using Xcode." ...and that has been my experience. Back in the main Xcode window you're still able to click 'run' and send the app to the device to run.
...and it will run assuming everything else is set-up OK, but there are various other gotchas related to Xcode 4.2 and v4 devices:
As mentioned by Overbeeke you should ensure the 'deployment target'
of your project is set down to the desired version (the minimum
version of the devices you want to support) Additionally I would
point out that the 'SDK version' should normally remain set to the
latest (it's whatever SDK Xcode on your machine is using)
As mentioned by Kenneth Lam, in the new Xcode you need to frig around
with "armv6/armv7" settings if you want to support earlier models of
iPhone. Follow these instructions to add the right "Architecture" armv6 setting. Additionally I would point out (as per this answer further down) that there is a setting called "Required device capabilities" from which you need to remove 'armv7'. This is in your app's plist file.
I'm saying all this like I'm an expert, but I still can't get it to work on a v3.1.3 device :-)
I think Xcode 4 requires that you are running the latest iOS to use that feature, but you don't need it to install apps on a device. I have run my apps on an iPod Touch 1G (which can't be upgraded to iOS 4.3) with the same iOS as you and it worked.
Have you added your device to the provisioning profile?
What I did is opened the organizer, right click on the device on the left pane and select "Add device to provisioning profile" where you will be asked for your Apple ID (within xcode) and it will add the device to your profile without you leaving xcode, much simpler than using the online portal.
Xcode 4.2 only builds armv7 targets by default. (Iphone 3G running IOS 4.2.1 is armv6) Add armv6 build targets by following these excellent instructions from Nick "Warning: iPhone apps should include an armv6 architecture" even with build config set
just an update, to update the iOS deployment target, click your project in the left pane, the one with the blue 'A' icon. click the build settings tab (not info), instead of showing "basic," show "all." iOS deployment target is in the deployment section.
There could be a number of things, but i would make sure that that your deployment taget in build settings is at or below your target . Check the "deployment section" in the build settings of your project. The default sets the deployment to the highest iOS version, if the ios version is below what is set you will not be able to run the app on that device.

How can I install a ShiVa3D app on an iPhone? (for development testing)

I'm new to ShiVa3D (a 3d games engine).
I'm testing a very simple app that just displays a 3D model, it works in ShiVa Editor (1.9 PLE). I can export it fine as a .stk file. All this is on a Windows PC.
I then open the ShiVa3D Authoring tool (v1.1) on Mac OS X. I create and build my XCode project, but when I go to test the application on a device it fails with the error:
CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 4.2'
I've tried changing the project plist and setting the Code Signing Identity - with no change in the error.
Has anyone managed to install a ShiVa3D app on an iPhone (or any iOS device?). I'm not trying to publish to the App Store, I just want to test my app on a device.
Ok, I found the answer after some Googling:
http://www.stonetrip.com/developer/forum/viewtopic.php?f=39&t=22104&p=28476&hilit=signing+identity#p28476
Here are the details that helped
Load the Authoring Tool, and click on "Get Started Now"
In the "Application Pack" blank under "Content", navigate to a .stk you exported from the editor hit "Next."
Now under "Authoring," select "Project" and enter your bundle and signing info. **DO NOT HIT THE "BUILD" button, instead click on the "Build" Heading at the top.
Now set the build type to "Development." Hit Build.**
Your project should now open up in XCode where you will have to Edit Project and Target settings to reflect the proper SDK and Code Sign Identity.
Build and Run the project and it should deploy to your iPhone!