I want to ensure codes works on emulator.
I just tried to run the preset flutter codes. I saw there is Turkish words on path, I changed that. But it didn't change in path.
I just moved the location of project and it worked ! Still don't know how or why but it works anyway.
Thanks to everyone
(I will add the answer tag asap.)
Related
I have tried almost all the solutions available online. People has suggested to change flutter version to stable, clean the target etc.. but I am not able to reduce the Runner.app size so far with any of these solutions.
Note - In "Runner.app/Frameworks/Flutter.framework" folder there is one file named "Flutter" which is occupying 383MB of space.
Can anyone help me knowing how this can be reduced?
Diawi is not allowing me to upload that big file in order to get it installed using bar code & link.
Thanks in advance
you are not supposed to commit/push .../Flutter.framework folder to repo. So its size shouldn't matter, because it is dynamically generated in local dev env.
Try to run the command flutter clean on the terminal, then run the app again.
This action worked for me.
When we try running the game we see our splash screen and then we are getting the error Thread1:EXC_BAD_ACCESS code=1
at
il2cpp::icalls::mscorlib::System::String::RedirectToCreateString:
It happens before any of our c# code gets executed - before Awake().
It does run properly on iOS9.
We have tried it on Unity4.6.9 and on Unity4.6.9p3.
We have managed to build and run it for iOS8 only from Unity4.6.6 with xCode6.4. But we do need iOS9.
We can't find any references to this issue on the web, any help will be greatly appreciated.
xCode screen shot:
Unity Player Settings
Edited:
We have tried it from Unity5.2.3 too, no luck.
Another factor you should probably know is that before we run into the issue described above, we have edited the 'Run Debug' scheme of our product in xCode and disabled the 'GPU Frame Capture' because we had a different issue that prevented us from running our game on iOS8.
Here is the link we followed.
And here is a screen shot of our original issue:
We are really stuck here, hope you can help.
Are you sure that this Unity project is using the mscorlib.dll assembly from the Unity version of Mono? It looks like it may not be.
The RedirectToCreateString icall should never actually be executed, as the Mono mscorlib assembly used in Unity build strings via a single CreateString method. When this happens it usually means the moscorlib.dll version is out of sync with the IL2CPP runtime.
I'm not sure why this is happening, but it might be worth trying 4.6.9p3 with an empty (or simple) project to note the difference.
Its a replay for Josh Peterson, I could not replay with an image in a comment to his answer.
I was looking for the mscorlib.dll in my project but couldn't find one, so I looked in an old project and did find it. Here is an image of the file system of both projects.
Any way I don't know the origin of the file, I didn't manually played with it.
I have tried now to copy the mscorlib.dll from the old project to the new with no luck.
Any way my company decided to stop this investigation now and jump to the latest Unity 5.
Hope we will have more luck over there.
Thank you again.
We recently added localization support to my app and added Hungarian translation. It was working fine. But then we found that some characters were not proper so I sent the ".strings" file to translator and replaced the old file with updated file.
Now, the localized string appears in alertbox but all screen/form/NIB displays English only.
I have no clue what went wrong in this process. It's kinda urgent and unfortunately my coder is not much responsive.
I am a programmer but not much familier with Objective C. If I can get some help from expert fellas, I might be able to solve it.
Thanks a bunch!
I am not sure what was wrong exactly but I first restored that .string file with old version, opened it from Xcode and then replaced the content. One difference I observed was, there were two empty lines at EOF in old file, which was missing in new file, not sure if that caused the issue.
Thanks everyone!
I am working on Box2d application,
my problem is when i move my application's source code from one mac to another mac i got 2349 Errors, i don't know why i am getting this errors.
i even try removing Box2D source from my application from and add again but doesn't work.
if any one know reason and solution please share with me.
Thanks.
Sounds like you are missing some framework. Posting some of the error messages might help us to help you better!
I found solution to my Question.
i got such errors because of change in name of my projects containing folder.
i.e. my working project was at source path /Bubbles/Boxes
on destination mac i changed it to /Bubbles123/Boxes
i changed Bubbles to Bubbles123 that was the problem, it might be creating problem with path.
it works for me now.
Thanks.
I'm trying to create an ad-hoc build of an iPhone app for beta testing.
On their end, they're seeing an error like the following:
"The info.plist for application at xxx specifies a CFBundleExecutable of (null), which does not exist"
Here is an excerpt from the actual info.plist:
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
And it clearly is not null.
What am I doing wrong here?
The WORKING SOLUTION is this (and only this):
In Xcode, choose “Executables” from the project hierarchy. Click your project executable then press Command-I. Choose the General tab and set the working directory to “Build Products directory”.
Found via BrainwashInc, who credits MacHackShack. I thought this valuable information was way too important to leave floating around on random blog.
It seems like sometimes XCode may flip this setting, as I suddenly started having this issue, and the fix above repaired it. Changing it back to "project directory" reproduces the issue for me, every time.
I also had to restart XCode to get the debugger to work once this fix installed the app, that may be unrelated.
I don't think there is ONE working solution to this. I found several solutions that doesn't work for me. At the end, I did find one solution.
By deleting whatever I had in the "Producs" folder in xCode I managed to get it working. I am using xCode 3.2.1.
Note: I did the change regarding "Build Products directory” above as well, perhaps both solutions needs to be implemented, up to you to try it out.
This is, to say the least, quite anoying. As a beginner, things are complicated enough without bugs in the SDK...
Hope this will help someone out there!
Cheers
It sounds like you're looking at the info.plist in the project not the built product.
The '${EXECUTABLE_NAME}' in the project info.plist is just a place holder for a variable in the build script. You need to look at the info.plist in your built product to see what is listed there. It sounds like for some reason, the build script is not populating the field as it should.
You might actually check that the contents of the application package actually has an executable. Sounds weird I know but a few years ago I mucked about with my build setting son a project and ended up with a product without an executable. Everything else, the package, resources, string files etc was there just no actual program.
This is a know issue of SDK:
Changing an iPhone Executable's working directory from “Build Products directory” may cause the application not to install properly with the error message “The Info.plist for application at (null) specifies a CFBundleExecutable of (null), which does not exist.”
as you can see here:
http://developer.apple.com/iphone/library/releasenotes/General/RN-iPhoneSDK-3/index.html
For me, it worked to change the working directory.
I created the problem deleting by hand the build directory.