Unity project does not work in iOS after trial period

Hi,
Initially i used 30-days trial version of unity, Now i am working with free version of it. During trial version everything works in my iPad device through xcode project. But, now in unity-free, i just have a cube as a scene in unity, and while i try to run in my iPad with xcode 4.2 and iOS 6.1, In console it displays below content :
2014-02-07 16:05:04.293 ProductName[28455:907] → registered mono modules 0x10ace00
→ applicationDidFinishLaunching()
[Switching to process 9219 thread 0x2403]
→ applicationDidBecomeActive()
Mono path[0] = ‘/var/mobile/Applications/39966571-DFD2-4D09-9C86-1276D6AC1E9C/ProductName.app/Data/Managed’
Mono config path = ‘/var/mobile/Applications/39966571-DFD2-4D09-9C86-1276D6AC1E9C/ProductName.app/Data/Managed’
warning: Unable to read symbols for /Users/MiniMac-One/Library/Developer/Xcode/iOS DeviceSupport/6.1.3 (10B329)/Symbols/System/Library/Extensions/IMGSGX543GLDriver.bundle/IMGSGX543GLDriver (file not found).
warning: No copy of IMGSGX543GLDriver.bundle/IMGSGX543GLDriver found locally, reading from memory on remote device. This may slow down the debug session.
Renderer: PowerVR SGX 543
Vendor: Imagination Technologies
Version: OpenGL ES 2.0 IMGSGX543-73.16.1
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_map_buffer_range GL_EXT_occlusion_query_boolean 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_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage 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_IMG_read_format GL_IMG_texture_compression_pvrtc
Creating OpenGLES2.0 graphics device
Initialize engine version: 4.2.2f1 (54f0fc09defb)
Begin MonoManager ReloadAssembly
Platform assembly: /var/mobile/Applications/39966571-DFD2-4D09-9C86-1276D6AC1E9C/ProductName.app/Data/Managed/UnityEngine.dll (this message is harmless)
Loading /var/mobile/Applications/39966571-DFD2-4D09-9C86-1276D6AC1E9C/ProductName.app/Data/Managed/UnityEngine.dll into Unity Child Domain
Non platform assembly: /private/var/mobile/Applications/39966571-DFD2-4D09-9C86-1276D6AC1E9C/ProductName.app/Data/Managed/Mono.Security.dll (this message is harmless)
Non platform assembly: /private/var/mobile/Applications/39966571-DFD2-4D09-9C86-1276D6AC1E9C/ProductName.app/Data/Managed/System.dll (this message is harmless)
- Completed reload, in 0.122 seconds
You are using Unity iPhone Basic. You are not allowed to remove the Unity splash screen from your game
warning: Unable to read symbols for /Users/MiniMac-One/Library/Developer/Xcode/iOS DeviceSupport/6.1.3 (10B329)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found).
warning: No copy of libXcodeDebuggerSupport.dylib found locally, reading from memory on remote device. This may slow down the debug session.

But i dint change my splash screen. Please help me to come up with a solution for it.

The same cube project, if i run in Xcode 4.6 and iOS 6.1, it should error in UIAccelerometer.h and CGContext.h.

Please help me.

Thanks in Advance.

When building Xcode project from Unity you should replace it from scratch instead of appending. So it will install default splashscreens and you should be fine.
P.S. You also need to remove your application from device too. Otherwise it will use cached splashscreen.