Error (0xE800003A)

Hi

I had this error a long time but now I found out what leads to this error in many cases.

The first point is that the only way to get rid of this error when it occurs is to restore your iPod/iPhone

The second point is how to avoid this error to occur again:

The thing is that when XCode starts to install your app to the iPod/iPhone (install means directly after the compilation process has finished) it makes something (no one knows what it really does) with your iPhone/iPod. The important thing here is that you never never should stop the build process once it is ready with compilation. I found out that this happens when you stop building during this phase. But you don’t get the error directly after this but from then on you can’t install any application on your iPhone/iPod via XCode until you restore your iPod/iPhone.

Another important thing is that when you updated to OS 2.2 and XCode for OS 2.2 than you must enter the iPhone Developer in your build Tab of the project settings (you can access them by selecting the target (not ‘target’ the target inside) and click the button with the i inside that is for info) The iPhone Developer must be that one with the Provisioning with the AppID of your application you want to build (You can choose this directly in XCode in this tab)

When you do all of this mentioned above you should be able to build all applications you want to build.

I hope this helped you to solve this error.

@OTEE It would be great if you could provide a setting in the PlayerSettings where you could enter the name of the iPhone Developer with the right Provisioning to avoid it that you always have to stop the build process to enter this value manually or otherwise that it does no longer automatically start to build.

By

And have a lot of fun developing games :slight_smile:

In case you haven’t seen it, you can change the default signing profile in the Unity binary itself if you click on Unity iPhone → show package contents → frameworks and in there is somewhere a “trampoline something” folder (can’t remember off-head) with the default XCode project Unity is using and there you can set the default code signing profile so that you don’t need to stop each time the build, change the profile, start to compile and deploy. But of course just a workaround and not very great if you have multiple profiles for example. But at least it works that way.