OpenFeint Compiling Errors

I am currently attempting to implement OpenFeint into my Unity 3D project. I am following the online text tutorial, but whenever I get all the problems solved, 63 errors and 27 warnings pop up. eg: I have one error that says something wasn’t declared, so I declare it. All of a sudden I have 63 errors and 27 warnings. These errors appear to come up whenever I get everything right (but obviously SOMETHING is wrong).

Here are a few examples of the 63 errors that I am getting when I compile my project:

1._CGContextClearRect, referenced from:
-[OFImageView drawRect:] in OFImageView.o

kSecClass, referenced from:
-[OFTableCellBackgroundView drawRect:] in OFTableCellBackgroundView.o
3._CGRectIsEmpty, referenced from:
-[FBLoginButton initWithFrame:] in FBLoginButton.o

None of the errors link to any code, so it is even harder to solve the problem. Also, when I delete the OpenFeint folder from my Xcode project, everything runs fine without any errors.

Any help would be appreciated!

Many thanks,

Robert
CEO, App Tech Studios

UPDATE: I got the errors gone, somehow some frameworks had dissapeared.

Still a few issues though.

  1. See attached image, this comes up whenever I build and go the project from Unity and then build and go it in Xcode.

  2. OpenFeint shows how to call OpenFeint with C Sharp, but I am using Javascript (and I am not familier with C Sharp). I have a C Sharp script with a method that calls for OpenFeint to launch (I actually got it from an online source due to my lack of skills in C Sharp), but I need a way to call that method from my Javascript scripts. Is this possible?

  3. I have 27 warnings that I would like to clear out (see other attachment). I have though them and they don’t make sense in any way, shape, or form :frowning:

Any help would be greatly appreciated!

Robert
CEO, App Tech Studios

EDIT: To make it more simple, how do I open up OpenFeint in my game? The website says how to do it in C, but I can really only use Javascript. Does anyone have experience with OpenFeint + Unity?

234665--8393--$3_186.png

You can get rid of the warnings by changing your XCode build settings. If you go into “Project/Edit Project Settings” and then under the Build tab, search for the word “hidden”. Just check the option that comes up saying “Symbols hidden by default” and those warnings should disappear.

As for the error about the array, it’s impossible to say what’s going on without seeing the console output, or even better, a stack trace in the debugger. Basically there’s a conflict where something is changing an array while something else is trying to read it, but it could be anything.

Hey Rob,
Jason here from Aurora Feint. If you shoot me an email jason@aurorafeint.com with the details of your problem I can have one of my guys take a look at it!

I’ll post the solution back here once we find it for the community to have.

Best,

  • Jason Citron
  • Founder CEO, Aurora Feint

Hey Guys!

Thanks for helping! A friend of mine also helped me out and I got it working! After getting the errors fixed (many of them were solved by adding the CoreGraphics and Security frameworks which had somehow dissapeared. I must have lost track when I accidentally replaced the Xcode when I ran from Unity), I added a the following script (.cs) to my Plugins folder in Unity:

using UnityEngine;
using System.Collections;

public class OpenFeintStuff : MonoBehaviour {

public static void LaunchOpenFeint () {

OpenFeint.singleton.launchDashboard();

}

}

Then I called the LaunchOpenFeint method from my Javascript script:

OpenFeintStuff.LaunchOpenFeint();

So simple :slight_smile: As far as solving the errors, I found a few bits of info while searching around that I added to Xcode, but I have already forgotten what it was. If you have a ton of errors, there is usually a pattern. Type the patterned words into google and see what you find, it usually helps!

Thank you!

Robert
CEO, App Tech Studios

I am stilling getting an error when I attempt to build my project with Device-3.1 and up. I don’t think that this has to do with OpenFeint (but I am not 100% sure), but I thought that I would post it in this thread instead of starting a new one (seeing that it has to do with compiling). Does anyone know what this error (see attached image) means? I found the file that it is referring to, but it didn’t help anything.

Many thanks,

Robert
CEO, App Tech Studios

This seems suspiciously similar to the ‘thumb’ 4MB jump table error. IIRC, code could not jump past a 4 MB boundary, so you couldn’t call to libraries more than 4 MB away. I’m not sure if it’s the same thing, though. Before you do anything else, clean all targets and make a non-debug (i.e. smaller code size) build and see if it works.

So build it Release instead of Debug? I did that as well as cleaning all targets (of course cleaning first :lol:), but it still have the same error. I haven’t of the other error/issue that you mentioned.

Many thanks,

Robert
CEO, App Tech Studios

Odd question: are you sure the libsqlite3.0 file and the other libraries you had to import were of the same iPhone OS as the project? I had some errors when I implemented newer ones than my base 2.2.1.

I tried making all of my Frameworks 2.2.1, but now it errors anything higher than 2.2.1… Should I use all 3.1.2 Frameworks then?

I tried using frameworks from different SDKs, but it didn’t change anything. 2.2.1 has consistently ran and 3.0 and higher has consistently (well, for the past few hours) compiled 10 errors (see attached image). If anyone has advice, it would be greatly appreciated!

Many thanks,

Robert
CEO, App Tech Studios

Question: when submitting to the app store, when they say “3.0 tested” does that mean I cant build my game as a 2.2.1 file? I would have to re-implement OF then.

The 3.0 testing thing is just a little check box that you check. You can submit your App in any version that you wish :slight_smile: