Quick question. I just tried building to iPhone. So I opened the project in Xcode, and I noticed I’m unable to run the app in iPhone Simulator (only iOS Device is selectable). Why is this? How can I configure it? I’ve been looking through the project and build settings like crazy w/o finding anything. I don’t have an iPhone so I cannot test on it. I really wanted to just try running it on the iPhone simulator for the lulz.
You need to set SDK Version in Player Settings to Simulator SDK when building.
Also make sure that you have installed Simulator SDK in Xcode tools.
Where exactly is this? I find Base SDK in Build Settings (for project or target), but it doesn’t seem to affect whether or not iPhone Simulator is selectable. It is set to iOS 6.1.
If I create a new project, it is also set to iOS 6.1, but in that one iPhone Simulator is selectable.
Ah right it was a setting within Unity! I thought we were talking about Xcode.
Thanks!
Out of curiosity though - do you have any idea what exactly differs from a regular Xcode project and a Unity one? Because a standard allows you to run it on device and simulator. Why cannot it be the same for a unity project?
I am curious about this as well…
It’s probably because the simulator needs a SDK that is compiled for the X86 OS instead of ARM.
There are tricks to make a SDK that will fit both but it will be twice as big ,and unity SDK is already BIG, and you have to deploy it with your application, so it’s probably a good choice by Unity people.
Thank you! I needed to know how to do that for my iOS Game!
Another saved soul
Thanks for this information, all your wisdom is appreciated!
Thanks for this~~
Same problem but also had a problem after using simulator SDK. The project compiles and pushes to the simulator but when i run it in the simulator I get a blank screen or sometimes this kind of error.
OK testing in simulator, good… how do you do the build for release though?? you can’t use the simulator SDKs, right? so… how???
?
so confused here.
You just use the device SDK. I think;)
without device you could use unity cloud build to push to the app store