Does cloud build support game with stickers extension?

I build a sticker extension into my game using the plugin: GitHub - agens-no/iMessageStickerUnity: An iMessage Sticker plugin for Unity3d that adds a Sticker extension target to an xCode project created by Unity3d
Cloud build failed and gave this log like this:

18262: [xcode] === BUILD TARGET Unity-iPhone-Stickers OF PROJECT Unity-iPhone WITH CONFIGURATION Release ===
18263: [xcode] Check dependencies
18264: [xcode] Provisioning profile “ABC AdHoc” has app ID “com.example.game.en”, which does not match the bundle ID “com.example.game.en.stickers”.
18265: [xcode] Provisioning profile “ABC AdHoc” doesn’t match the entitlements file’s value for the application-identifier entitlement.
18266: [xcode] Code signing is required for product type ‘App Extension’ in SDK ‘iOS 10.3’
18267: [xcode] ** ARCHIVE FAILED **
18268: [xcode] The following build commands failed:
18269: [xcode] Check dependencies
18270: [xcode] (1 failure)
18271: ! build of ‘default-ios’ failed. compile failed

Unity version: latest 5.5.0f3
Source control: Git
Build target: iOS

Did Unity Clould build already support for game with sticker extension (ie, multiple provisioning) ? Has someone have the same issues? Any advice is appreciated.

Thank you so much.
Anh Nguyen

A fix for this went out today. Please let me know if you still are running into code signing issues there.

We’re still seeing what seems like this error with Unity 5.6.3p1 & cloud build. We’re using the same plugin, source control and build target.

our cloud build for iOS fails for a similar reason, we are including a notificationservice appextension which fails to sign:

16184: ▸ Code Signing Error: Provisioning profile “MyApp Ad-Hoc” has app ID “com.example.myapp”, which does not match the bundle ID “com.example.myapp.notificationservice”.
16185: ▸ Code Signing Error: Provisioning profile “MyApp Ad-Hoc” doesn’t match the entitlements file’s value for the application-identifier entitlement.
16186: ▸ Code Signing Error: Code signing is required for product type ‘App Extension’ in SDK ‘iOS 11.0’

@andersemil The problem is that right now UCB only supports building with a single provisioning profile per target, which prevents this use case of building with an app extension that requires a separate profile (since it has a separate bundle identifier). The only workable solution at the moment is to use a wildcard profile (which I realize isn’t ideal). We are looking into potential solutions / workflows for supporting this kind of setup.

Just wondering if there has been any updates on this. I am running into the same issue and working around it by creating builds with the stickers in them locally though I’d like to keep the builds in the cloud.

@dannyd I too am wondering if there is any update regarding this. We are running into the same issue and we are not able to use wild cards due to specific app capabilities that we require to be enabled. What is the status on this currently? We have had to keep our cloud builds pinned to Xcode 8.3 which prevents us from updating certain libraries that are dependent on Xcode 9. Please advise. Thanks!

We are also running into this issue, regarding the multiple provisioning profiles. We now build all our iOS builds via cloud build, so unfortunately this is preventing us implementing them in our app. We have a bunch of art created specifically for the stickers, so are hopeful this is still being looked into.

Hi @dannyd ,
We’ve just run into this issue when migrating from our projects over to Cloud Build, now any of our projects that include stickers cannot be built in cloud build. Quite a severe restriction for us!

We cant use wildcard provisioning as our games need In-App Purchase and aps-environment capabilities enabled.

I have the same problem. Concerned about the inaction of Unity

I’ve written up a guide on how to support multiple provisioning profiles in your build here: How to set up a Fastlane Gymfile and multiple provisioning profiles

Longer term we intend to make this process simpler, but if you need the functionality now it is available.

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