I first downloaded it from the asset store and imported into a blank project, i open the test scene and add them to my build settings… change my bundle id, etc. build and run… and the xcode project is giving me errors… i look in the project directory and i dont see any of the viewcontrollers that I think should of been copied…
So i tried copying them manually and still gives me error
/newtestNative/addd/Libraries/RegisterMonoModules.cpp:35:0 /newtestNative/addd/Libraries/RegisterMonoModules.cpp:35: error: ‘mono_dl_register_symbol’ was not declared in this scope
Hi mediashock,
I have the same problems. The first problem is on my machine that the scripts never gets executed because the PosprocessBuildPlayerXXX files aren’t unix executable files. Even if I change the file types and PostprocessBuildPlayerXXX are executed I’ll get errors since the file paths aren’t build correctly.
I’ll try to fix the bugs in the script.
Harry
As long as you are using Xcode 3.x, what usually works is to run the following command while in the folder with the post process files (Assets/Editor):
chmod +x PostprocessBuildPlayer*
Once you do that, just do a Build followed by Replace to get a clean project and you should be good to go. An important point is that Build and Run will not work due to the PostprocessBuildPlayer script not having a chance to run.
As @Harry mentioned, for some reason the Asset Store transmission wipes the executable flag.
I have done as noted - making the script(s) executable, but the NativeToolkit is still not installing itself into XCode. I’m running XCode 4 and Unity 3.3 Pro + iOS. Is it possible there’s a problem with UpdateXcodeNativeToolkit.scpt? It’s compiled so I can’t look at it. I’m installing several other plugins such as Etcetera, GameKit, and SocialNetworking. Those all install fine, but NativeToolkit is skipped.
I’ve tried build and replace, and deleting the target folder prior to running build, but they both have the same problem. I’m currently manually adding the files to XCode and then compiling, but that gets old very quickly.
@Epage, the quick fix is:
- stick the runner and UpdateXcode* scripts from one of the other plugins into the Editor folder
- add an empty plist to the Editor/NativeToolkit folder
If you have any issues shoot me an email at questions (at) prime31.com and I’ll get you an updated package. I am hesitant to put it in the Asset Store due to some other folks selling plugins that use our scripts without a license.