IOS Build not starting

Hello guys, I 'am trying to launch my game to iphones now, I’ve paid for the developer account already, created the credentials on my windows PC using openssl and the build with Unity Cloud Build but the app won’t start.
Is there any tip I can try to fix it or maybe a way to debug my iphone using my windows pc?

Try this instead. https://assetstore.unity.com/packages/tools/utilities/ios-project-builder-for-windows-15522

You still need a Mac to use this plugin, I don’t have one…

so the app gets installed, but icon stays black on click or something similar?
did the build had any warnings or errors?

i think those are usually errors in developer certificates…

Gets installed and the icon and name are perfect(except for a little black mark on top right but dosen’t seems to mean anything, maybe it’s just a glitch in the icon), app opens a black screen and close, can’t even see the splash screen.

But I got a mac in the cloud to try and test it there, with the simulator the only thing I can see in the log is this.

Jun 29 15:14:51 telehouse-moboware com.apple.CoreSimulator.SimDevice.1687CCD7-4F2F-4AB2-8F59-58A7188A106E[12285] (UIKitApplication:com.rfentertainment.estilobr[0x4672][12309][12738]): Program specified by service does not contain any valid architectures for this system.
Jun 29 15:14:51 telehouse-moboware syslogd[12302]: ASL Sender Statistics
Jun 29 15:14:52 telehouse-moboware com.apple.CoreSimulator.SimDevice.1687CCD7-4F2F-4AB2-8F59-58A7188A106E[12285] (UIKitApplication:com.rfentertainment.estilobr[0x4672][12309][12738]): Service exited with abnormal code: 78

iOS Simulator requires x86_64 binaries. Most likely the IPA generated from cloud build only contains ARM slices, so you are not able to launch it in the simulator.

Now that you have access to a Mac, you could just follow the instruction in that plugin I mentioned before to generate signing credentials. This should be a one-time operation and you don’t need access to a Mac ever until your certificate expires.

This is most likely due to using a mismatched provisioning profile / developer certificate when the IPA is generated. One thing you can check is whether your development provisioning profile contains the UUID of the device you are testing on.

Determining the actual root cause requires one to check the stdout from the process. This can be easily done when debugging through Xcode. The tool I mentioned before also has that capability, though I did not test it myself.

Yeah, I figure that out later, but anyway, I solved the problem, after building with Xcode from that Mac in the cloud and debugging it I found it was just my appId from admob that was missing. :eyes:

Thanks for the help guys.

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