Thanks! Sorry for that. It is an added feature in latest update, while it seems I forgot to update the configuration file as well. Thanks for pointing it out and I will update the mod file as well.
Can’t get working XUPorter with latest Prime31 plugins.
Tried changing the line on XCodePostProcess.cs but no luck:
Hi onevcat!
Can it support files with @2x in the filename? Like for the retina images. I can’t resolve porting the retina images to xcode project. ![]()
love your work buddy! no more adding frameworks and libs by hand. cheers. anyone having trouble with filenames (as I was with libc++.1.dylib) just make sure to add the folder AND file to the folder and file tags … specifying the full path to the file didn’t work for me and this one file, but specifying the folder at the folder tag AS WELL as the full path to the file at the file tag brought it up to speed! ![]()
Hey, Found this asset after using the standard XCodeProject editor files. Seeing this makes many of the changes I’ve been trying to make to that project myself I thought I would give it a try.
However I’m experiencing an error with folders on this asset, the same issue I have with the original. I have a project using Prime13 plugins and Scaleform, now scaleform in all their wisdom wrote a post script that seems to trample the work of the prime script. So Im attempting to replace the prime scripts with this, allowing me to move the necessary files/folders and such.
However folders just do not seem to add, I even made sure with these files that the folders I wish to add to the XCode project are in the location… “Assets/Editor/XUPorter/Mods/iOS/…” with the json looking like this.
{
//Extra stuff
“folders”: [“iOS/Prime31Shared/”, “iOS/SocialNetworking/”],
//Extra stuff
}
Also I’m seeing the following warning
“UnityEditor.XCodeEditor.PBXResolver ResolveName could not resolve 5623C58217FDCB0900090B9E”
Is this something to be concerned about?
EDIT:
Ok so paying more attention to the logs, seems that the folder path was being generated incorrectly, If I move my folders just to the editor folder (where they would normally be with a prime plugin) And then swap the “iOS/” portion of the folders entry for “Editor/”, it works just fine. So it seems folders are relative to the Assets folder, not the Mods folder.
Dear Onevcat
I have a problem when building for iOS and using a .projmods file with your tool.
Error:
UnityException: Parse error in file PushWoosh.projmods! Check for typos such as unbalanced quotation marks, etc.
UnityEditor.XCodeEditor.XCMod…ctor (System.String filename) (at Assets/Editor/XUPorter/XCMod.cs:99)
UnityEditor.XCodeEditor.XCProject.ApplyMod (System.String pbxmod) (at Assets/Editor/XUPorter/XCProject.cs:621)
XCodePostProcess.OnPostProcessBuild (BuildTarget target, System.String pathToBuiltProject) (at Assets/Editor/XUPorter/XCodePostProcess.cs:29)
UnityEditor.BuildPipeline:BuildPlayer(String[ ], String, BuildTarget, BuildOptions)
PostprocessBuild:Build_DEV() (at Assets/Editor/PostprocessBuild.cs:73)
I don’t know what I’m doing wrong, because I don’t see the mistake. I used the latest update of your tool and I’m running Unity 4.5.4f1.
I added the .projmods file and folders in the attachments.
Thanks in advance.
1805027–115153–Archive.zip (2.35 KB)
You’re missing an opening quote for the StoreKit framework.
Aaaah, I overlooked that.
Thank you!
Does this work with xcode 6.1?
Hi, my projmod files looks like this:
{
“group”: “Crashreporting”,
“libs”: [ ],
“frameworks”: [ ],
“headerpaths”: [“**”],
“files”: [“…/…/…/Frameworks/SplunkMint-iOS.framework”],
“folders”: [ ],
“excludes”: [ ],
“compiler_flags”: [ ],
“linker_flags”: [“-ObjC”, “-force_load …/…/…/Frameworks/SplunkMint-iOS.framework/SplunkMint-iOS”]
}
Basically, I need get the path to the framework in the “-force_load ActualPathToFramework/SplunkMint-iOS.framework/SplunkMint-iOS”
Is there a way to pass absolute path here? OR physically copy the .framework to the Xcode project dir, and then use absolute path in the linker_flag?
This is an old post, not sure if anyone still use XUPorter like me in Unity 4.7…
New Xcode has changed all *.dylib to *.tbd,
For me adding .tbd (e.g. libz.tbd) in libs seems not working, I am not sure if thats the case or something else blocking…
I recommend egoXproject.