Whenever I build my game for iOS, I need to remove GoogleMobileAds.framework and add it again with Add Files To ..., otherwise XCode complains that "module 'GoogleMobileAds' not found."
Does anyone have any idea how to get it to 'stick'? (I'm pretty new with XCode)
You can add the framework automatically to the Xcode project after Unity generates it using the [PostBuildProcess] attribute in an Editor script. Place the script in Assets/Editor.
Here's an example for adding frameworks. Here's a plugin that seems to do the heavy lifting for you using a JSON file to specify the modifications.
[PostProcessBuild] // <- this is where the magic happens
public static void OnPostProcessBuild(BuildTarget target, string path) {
// Do post-build processing here
}
Related
I was getting this error when I try to load my Web game:
My game is loaded at this domain:
Highest Flavor Website Link
This is my project settings at the time of build export:
Please give me some suggestion to solve this problem.
This error happened to me due to using the dynamic keyword. After replacing all my dynamic types with object the error was gone. Apparently the dynamic keyword is not supported on WebGL builds.
I've finally fixed the same error in my project. Here is what i did:
Narrow down the line of code that crashes WebGL.
Go through the painfull process of pinpointing the line of code that
is the source of the error. I had this "luck" that error occured
when I've hit button and tried to load UIScene in Addition mode. So
at first I found the script in the scene which when disabled got rid
of the crash. Then I've repeated the steps and digged deeper into
lines. After 2 hours of builds, comments etc I've found that the code
was not working was setting the new color for UnityEngine.UI.Image.
Which was pretty weird because in playmode everything worked ok.
Find solution. I think my solution might not be universal but I think there is something going in the Unity gameloop/lifecycle when running WebGL. The source of the problem was that i set the field that was storing my UI.Image in the Start method and then in some function I've tried to change the color.
Property was not exposed in inspector.
public class ModuleUI : MonoBehaviour
{
Image qualityBG;
void Start()
{
qualityBG = GetComponent<Image>();
}
...
then this line below was the cause of the crash
public void Set(Module module)
{
...
qualityBG.color = module.Quality.ToColor();
}
Fixing - so I've added [SerializeField] attribute to the field and set it up in editor, dragged the Image into the inspector slot. An it fixed it. I suspect that WebGL build might perform some methods in different order, or maybe the multipleScene loaded together might to do with it. I'm not sure but the field was not set properly with previous code fot WebGL build.
Bonus:
I've also fixed some issues that was not critical (not crushing WebGL game) but not working properly as expected in playmode. This also has got to do with trying to set some object in Start() method and then doing something on them. The collection was not set up (probably null) in WebGL.
EffectUI[] effects;
Start()
{
effects = GetComponentsInChildren<EffectUI>();
}
void HideAllEffects()
{
if (effects != null)
for (int i = 0; i < effects.Length; ++i)
effects[i].gameObject.SetActive(false);
}
And this also started working when I've added [SerializeField] to effects and hook it up in the scene...
Hope this will help some of you guys & gals!
To run this build within the web browser - I have removed all extra things related code those can't work within the web build like in-app purchase, advertisements, leaderboard, native sharing etc...
After these things code removed from the project, I uploaded the exported build content to my hosting. Then after it started working properly.
I have just installed Xcode 11 and when I try to create new fresh project with the SwiftUI check mark selected it returns an error.
Not able to build and run successfully.
File 'ContentView.swift' is part of module 'SwiftUI'; ignoring import
ContentView.swift
Use of undeclared type 'View'
SceneDelegate.swift
Use of unresolved identifier 'UIHostingController'
I have tried removing all derived data and also set command-line tools to 11
Your project is named SwiftUI - please try using a different name.
Detailed Answer
Each project you create has a module with the same name as the project. So there are two SwifUI modules here:
The actual SwiftUI
The project itself
Xcode always takes the nearest definition as the default. So your SwiftUI is closer than the system's SwiftUI. But you are in the project's module already! So Xcode ignores the import.
A very common mistake is to name the project same as one of the using frameworks! (e.g. CoreData, SwiftUI, SceneKit, Metal)
Solution
As Matteo mentioned in his answer, Don't name your project same with another module. Change it to anything else.
Note that It could appear as an error too. For example, if you name your project CoreData and using SwiftUI, the error appears as Circular dependency error:
Circular dependency between modules 'CoreData' and 'SwiftUI'
Because Xcode gets confused about modules and can not detect what the real issue is.
How can we access our module's classes instead of the system's module?
Imagine you have a class named Section in a custom framework called MyProject and you imported it alongside the SwiftUI.
import SwiftUI
import MyProject
Section // <- This could be either SwiftUI's section or MyProject's Section
To make it clear for the compiler (and anyone else), you should call the module before the class name:
SwiftUI.Section // <- This returns the SwiftUI's Section
MyProject.Section // <- This returns the MyProject's Section
Try with different project name. With SwiftUI, it will always show compilation error. Just change the name and enjoy coding with SwiftUI
In my Swift 2 project, targeting iOS 9.2 and above, in Xcode 8.2.1, I have code that shows the mail-compose screen like so:
if MFMailComposeViewController.canSendMail() {
let composeMailVC = MFMailComposeViewController()
composeMailVC.mailComposeDelegate = self
composeMailVC.setSubject("Test")
// etc
}
Originally I had a reference to the MessageUI.framework in my project properties, but after removing the framework reference and cleaning the project, it still builds fine and when I run the code on my device the mail compose window still appears and seems fully functional.
I cannot find any explicit references to MessageUI.framework in the raw text of my .xcodeproj file, nor is there anything in my Objective-C bridging header.
I know that Swift does make some implicit framework references, but I couldn't find anything that suggests MessageUI.framework is one of them.
Curiously when I jump to the definition of MFMailComposeViewController XCode shows it in the MessageUI module.
The compiler automatically added the frame work in given its previous direction - IE. Import.
I'm developing an hybrid app on MobileFirst 7.1, with Ionic libraries.
In a .js file I globally define
var busyIndicator = new WL.BusyIndicator ("content", {text: "DUMMY TEXT"});
but when I call for it to show, i.e.
busyIndicator.show();
I always get the same message, ignoring the text I put in the text field:
Image link here
I'm testing this on Android devices (Huawei P7 Ascend, Samsung Galaxy J5, both with Android 5.1). On the Android Mobile Simulator the message displays just fine.
p.s. "content" matches my html id, I tried putting null instead of "content" but to no avail.
A workaround
define in some common .js file
function showMyIndicator() {
busyIndicator.__options.text="Custom loading text";
busyIndicator.show();
}
and call showMyIndicator() each time you would call busyIndicator.show().
busyIndicator.hide() can be called normally (although you might want to define some 'hideMyIndicator()' function for homogeneity).
What is happening?
It appears that, as soon as I load (jQuery $.load() ) some new content in order to change page, the text fileld of the busyIndicator object defaults to "[(')ههههههه Loading]", which is defined in every native project inside messages.json.
That file is full of those weird signs, no idea about why.
Update
There's something corrupted in my project which causes those .json files to be generated with wrong characters, a freshly generated project didn't show the same issues so creating a new one and move the resources in there might do the trick.
I am trying to unit test my iPhone application. I have created a new target and called it "LogicTests". But now I need to use a class called "Spaceship" inside the test. How can I do that?
UPDATE 1:
I made the Spaceship.m available to the unit testing target and that particular error was gone. Now I have different problem. The Spaceship.m file reference to the Cocos2d library. How can I add a reference to the Cocos2d library in the unit testing target. I tried right clicking the Link binary with libraries option and then adding the cocos2d framework but it gave me 153 errors or something.
To include it in that target, click on Spaceship.m, get the file's Info (Command-I), and make sure "LogicTests" is checked under the Target tab.
Beyond that, make sure you add
#import "Spaceship.h"
To the top of the particular test class. Good luck!
In Xcode 4 you press: Alt-Command-1 and then check that "LogicTests" is checked under the Target Membership tab.