I recently installed iphone 3.1 and was not surprised to find that Unity iphone would not install
without updated my copy of Xcode to the most recent version, 3.1.4
After I updated, and tried to install I got the following error:
The Info.plist for application at /Users/MyComputer/Desktop/Test/build/Test.app specifies a CFBundleExecutable of (null), which does not exist (Test is my game name.)
I thought that after I change the iphone bundle identifier in player settings to my domain, ie. com.theholocene.test
Xcode should recognize and install. I also placed the same domain name in the plist file, but to no avail.
I’ve found Xcode a bit strange with this sort of thing. Try deleting the provisioning profile and adding it in again. I don’t know what effect that has, but it has sometimes seemed to solve problems as if by magic.
As of last night i’m having this issue also. It seemed to happen around the time i started using 3.1 iPhone target but i’m not entirely sure about that. I’ve tried re-installing provisioning profiles, cleaning builds etc. No luck. It’s very frustrating.
Thanks Wozik. I found out the problem was that my Unity project and was thinking it was OS 3.0 but i had installed OS 3.1 and there was a mismatch somewhere. To solve the problem i created a clean new Unity project and i no longer see the issue.
One of my projects built and loaded thru xcode fine, the other wouldn’t no matter what I tried so I wiped the working project clean of assets, copied the necessary assets and scripts over from the unworking to the working, built it, and it runs.
same here, it was working and now (i haven’t changed anything) no matter what i do i cannot get it work again.
i’ve spent the last two hours trying reinstalling certificates, deleting the xcode project folder, creating a new project in unity, etc… always the same error
samples from the apple website runs without problem
I’m not sure if there is something sparking this but I saved and quit, deleted the iPhone project and reopened the unity project. I had been working through the penelope example and found that the standin character was bloated outside the character controller capsule. Once I resized the standin character and rebuilt the project this issue went away.