Hello,
I was trying to use cloud build to build my iOS game, but I get this error:
“Unity-iPhone has conflicting provisioning settings. Unity-iPhone is automatically signed, but provisioning profile Unity_provProf_cloud_build has been manually specified. Set the provisioning profile value to “Automatic” in the build settings editor, or switch to manual signing in the project editor.”
I don’t know what happened but it was working.
The team id and the bundle ID are both set. What is the problem?
Are you running any kind of post-process on the Xcode project after it’s exported from Unity (or relying on any plugins that might)?
With Xcode 8 came some changes to the signing process and this generally means there are some conflicting settings (or a problem with the way we are injecting some provisioning settings because of some incompatibility).
For now, you can switch to Xcode 7.3 and continue building until we can figure out why this is happening for your builds.
You’re right, It works with Xcode 7.3.
The problem is started after I’ve imported a PlugIn.
Let me know if you need more info in order to help you guys to fix the problem.
Thanks
@JauntyBearGames & @jose-araujo
It looks to me that the signing configuration that is created by the Builder of 2018.1.0f2 differs from what XCode 9.3.1 expects. I fixed the problem by adjusting the signing information of the project. To do so do the following steps:
Select the top level node called Unity-iPhone in the left tree view (the one with the blue item).
Select Automatically manage signing
Select your team (now the error message should appear)
Go to Build setting in the tab
Find the Group called “signing” in the structured table
Change the values from “iPhone Developer” to “iOS Developer”
Switch back to general (the error message should now disappear)
Your project should compile now and should be runnable on your iPad or iPhone.
It initially worked to set to “Automatically manage signing” and I successfully deployed the game to my iPhone.
But then I created a new build from Unity and tried the same trick on xCode, but it’s not working anymore. It gives me the error “Unity-iPhone has conflicting provisioning settings.”
[MY SOLUTION]
Look at the picture I attached to see what I did: I’ve set the “Build Settings” in that way (for each target).
I also did “Product → Clean”, but I’m not sure yet if it’s needed
I was previously using Unity 2017.3.0f3 and everything had worked just fine, but after upgrading to 2018.1.3f1, I encountered the same issue mentioned above. While the proposed solutions by Stephan-Rehfeld and unity_1_nq7Cwi5IZ7hQ did address the issue, it was not a practical solution for me because I use Jenkins to create my Unity builds.
I found an alternate solution that does not need to be performed manually for every build. Launch the Unity Editor and select “Edit” > “Preferences…” from the menu. In the “External Tools” tab, enter your iOS Team ID into the “Signing Team Id” field.
Even though I had my “Signing Team Id” specified directly in my “Project Settings” (which used to work as expected in Unity 2017.3.0f3), it now only seems to work in Unity 2018.1.3f1 if the team ID is specified in the “External Tools” menu.
Setting developer in Build Settings was not an option for me, and very tedious. Turns out that I simply has to enable automatic signing in Unity Player Settings for iOS, and then once you export and open the Xcode project, it will work immediately once you tick automatic signing in Xcode.
Hi, I’d like to bump this issue - is there a way to go around it programatically without setting this via the preferences window? It’s tedious when I have to set this every time on CI when it suddenly somewhat fails. Anyone has a solution? @dannyd ?