iOs WatchConnectivity.frame work problem

Good day! I have a a Unity-x-code project with Iwatch project. For data transferring between my device and watch, I have used WatchConnectivity.Framework.

The problem is when I tried to Run my project on the device with iOS version lower then 9.0, the project was crash with LOG

dyld: Library not loaded: /System/Library/Frameworks/WatchConnectivity.framework/WatchConnectivity

Referenced from: /private/var/mobile/Containers/Bundle/Application/C179DF7A-96CE-4974-834B-F4E21EA987C1/project_Name.app/project_Name

Reason: image not found

(lldb)

I understand that the problem is in the iOS version. That is why I tried to write this framework on the Links (Buld setings-> Links ->Other linker Flags) like a «weak». But project was crashed with LOG

2016-06-01 16:23:00.037 project_Name[14496:845398] → registered mono modules 0xe90690

→ applicationDidFinishLaunching()

→ applicationDidBecomeActive()

Renderer: PowerVR SGX 543

Vendor: Imagination Technologies

Version: OpenGL ES 2.0 IMGSGX543-113.3

GLES: 2

GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp

ression_pvrtc

OPENGL LOG: Creating OpenGL ES 2.0 graphics device

Initialize engine version: 5.3.4f1 (fdbb5133b820)

(lldb)

How can I solve this problem? Thank you in advance.

You should test if specific framework symbol is available on current device.
This Stack Overflow post might help you: objective c - iOS Framework weak link: undefined symbols error - Stack Overflow