Build Failing in xCode

Unity is building my game and sending it to xCode and I keep getting this warning: [quote]
Checking Dependencies
No architectures to compile for (ONLY_ACTIVE_ARCH=YES, active arch=i386, VALID_ARCHS=armv6).
[/quote]

Things were working fine before on most attempts but I did sometimes get this error. Now it is every time…

This looks like the error you get when Xcode is set to use the “Simulator” in the dropdown on the top left of the Xcode screen instead of the Device option.

Hi all

I have the following error 2 times when my project tries to build in XCode:

Any idea on why I would get this error?

I had a look and that file really doesn’t exist so I re-installed the SDK, seemingly to an updated one since it upgraded what was already installed, but I made sure to install everything there was to install and still these files are missing.

I just read in another thread that one requires 10.5.3 to build unity projects, but I have 10.5.2 and thought that perhaps that was the cause. This cannot be the case, though, since the file is right in the middle of the XCode directory structure so I doubt it would have been there before I installed XCode and OSX certainly wouldn’t magically download those two files and place them there just because I now have xcode installed, would it?

So what can I do to get my project to compile?

Thanks in advance

p.s. from the install docs:

And I think the build number is 9m2158a

Okay, so i just updated to 10.5.6 and then re-installed XCODE just to play it safe.

I am trying to build the sample project but it still give me the same errors:

I even tried to simply manually copy and paste the entire directory that DOES contain those files and then it gives me like 400 error messages of types not being types and other types not being defined etc etc etc

So how in the world do I get a game from Unity into XCODE and then onto the iPhone? No, wait, first thing’s first: “How do I get my Unity project to compile under XCODE?”

I went into XCODE and started a new iPhone project and that worked fine so the problem has to be somewhere within Unity. So how do I fix this?

Please help…

These are the general steps in case other struggle over similar probs. You potentially have part of it done already so please don’t take it as an attack against you if those steps are here anyway

Go into project options - change the SDK to your desired iphone OS version (requires that you have iphone SDK installed, guess you already did that. XCode on its own will not be sufficient)

While in there, set the certificate to yours. without paying at least $99 to Apple per year, the similar is all you can use

Select the same project version in the dropdown then.

Now clean your build and click build go again while your provisioned device is connected through USB (this is the case if the symbol is green in the XCode Organizer window - if there is no device you have not created the required provisions yet on your apple iphone dev account or have not installed them)

how provisioning etc works is explained in the apple developer pages getting started guide and the related documentations there so I won’t cover them here.

sigh

Ok, I tried reading all I could on how to get the remote working, but…

I am getting 4000+ errors that begins with "no such instruction: 'bl .Lp_ … "

Has anyone else encountered this error?

For reference I’m using:
iPod Touch 2.2.1 OS
Unity iPhone basic version 1.0.1f3
xcode 3.1 (downloaded last night)
provisioning appears to be ok (after some wrestling)

Let me know if I need to provide any additional details.

Thanks,

Galen

The amount of errors theoretically only leave a broken SDK install open or you modified the project.

At simplest you just install Unity iPhone once again, that will ensure that all modifications you did to the unity end are fine again. if that does not work then your xcode / iphone sdk install is messed up potentially

clean install of xcode and iphone sdk… same problem. will try to re-install unity.

that thing it says when you don’t give your app a name where it says you must give it a name and change something in xcode to the same name before export…

what is that all about and where in xcode must i change what to match my unity project’s name from the player tab?

Thank you for your suggestion dreamora,

It didn’t take those measures, now… I seem to have taken 1 (or 2) setups forward, and 1 step back. I cleared up the errors (all but 1 - provisioning) by finally finding a place to choose Device (Device doesn’t show up as described in my xcode, not sure why). The second problem was I had multiple versions of my provisioning profile set in organizer, the one from yesterday kept overriding the one today. I resolved that problem by deleting the unused profiles.

Now, everything builds and tries to deploy, but I get a unhelpful message - GDB: interrupted.

Any thoughts would be appreciated!

Thanks all,

Galen

Hot dog! I think I know this one… there are a couple of steps,

  1. create the provisioning profile (I used the com.convolution.* approach)

  2. download and install the provisioning profile on your iPhone/iPod (now, for me I had to delete all the previous profiles in order for this to work

  3. change your Unity project name (in the player prefs) to com.YOURCOMPANYNAME.YOURAPPNAME

  4. Use Unity Build (not build and run) to generate the project

  5. open the xcode project generated in step 4

  6. expand Targets in xcode and go to properties. Change Identifier to either the same name you used in step 3 OR (if you used the wild card) com.YOURCOMPANYNAME.*

6a) (I had to do this) go to the build tab and change both code signing identity and any iPhone OS device to your provisioning profile

  1. In the main view, (in my case under Active SKD) select the device you have as the target (eg. Device - iPhone OS 2.2.1) from the drop down.

  2. build and go

That’s what’s (mostly) worked for me thus far.

Hope this helps,

Galen