Hi All,
I am developing cross platform multiplayer application using Oculus SDK. I got the following error when I trying to build IPA file for iPhone through Unity Cloud build Dashboard. Help me to fix this issue.
470: ▸ ; ld: bitcode bundle could not be generated because ‘/BUILD_PATH/vinsinfo-private-limited.globaloffshorevr10prnibmq/temp20200525-7005-1m4i1nb/Libraries/Oculus/LipSync/Plugins/iOS/libOVRLipSyncShim.a(OVRLipSyncShim.cpp.o)’ was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64 471: ▸ ; clang: error: linker command failed with exit code 1 (use -v to see invocation)
I made some tests and this problem with Bitcode (even if you have code to disable it ) on UCB is when using Xcode 11.3.1 and Unity 2019.3. It is building games when using Xcode 11.0.0
But it would be nice to have solution for this, looks like a bug on UCB
Holy moly you are a live saver! What a deep rooted problem. I had the same issue as I was getting bit code errors even though I was setting it to “NO” (which is dumb it’s not “false” like every other normal programming paradigm out there.
This part was the magic:
var projectInString = File.ReadAllText(projectPath);
Just create folder by the name Editor in the assets folder and put it inside it, no need to attach it to some gameobject.
You can YouTube “PostProcessBuild” and will get lots of information on it.
For anyone reading this later and has the same problem:
I found the setting.
In XCode → Build Settings
At the top “Customised” is auto selected. This hides all other flags but the ones that have been edited( by unity I assume ). If you click “All” the rest appear including Enable Bitcode. Then you can set it.
However this doesn’t fix the Archive problem. I am able to build to my ios Device perfectly, but when I archive I am hit with
Plugin was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64
For those who is noob like me:))
create Folder “Editor” in Assets, create new c# script, put in header:
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
and then copy quoted code.
When building project from Unity, erase everything from build folder, because xcode project settings might remain and will not be overwritten.