Unity Remote - missing files

Well I downloaded the Unity Remote that was given to me in the email and after loading it up in Xcode I had a number of problems:

  1. No active SDK - even after trying to set the sdk to 3.2, 3.1.3 and 4.0 I would get the next error

  2. missing code signing for build …it spewed out some two dozen digits and claimed it was missing

  3. 2 errors that UnityRemote.app would be overwriting itself.

The unity remote that came with 1.7i had no issues. Everything worked out of the box.

After spending a frustrating day getting nowhere, I’m going back to 1.7 so I can catch up on some work that needs to be done on the game. I was very disappointed because when I finally got a build to run, it ran very slow and were several graphics problems.

I was hoping that this (while being a beta build) would at least allow us to use features like the monodevelop debugging (but that kept crashing too). Graphically overall the new version looks great but I’d have to honestly classify it as an alpha build.

With no word on any updates soon, I’m afraid it will be weeks before we can get our game running (with unity remote, monodevelop debugging, profiling etc…) after my last message I thought I’d give it one more try but it’s been a week of constant battles to get the game to even start up. Let alone test it.

I’m sure that whenever this app is ready a few months down the road I’d be happy to try it again.

I see there’s light maps and other cool features it has (which I was hoping that i could start porting our build over so that when then final release is available we’d be ahead of the game but I need to do more than play with light maps and tweak the visual fidelity of the game. Since all that doesn’t matter if most of the app isn’t working or isn’t working properly.

Like I said, Ive got to go back to 1.7 tomorrow, if by chance there’s an update with some serious fixes, as a beta tester, I hope I’ll be informed.
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  1. base sdk to your current iphone os sdk version, deployment target to whatever you want

  2. project settings and active target settings → change the provision to one of yours, by default it will be set to one of UT which you logically don’t have

  3. no idea what you talk about but it likely does not exist once you solved your problems above.

and monodevelop debugging works, that monodevelop crashes is neither Unitys nor UTs failure. Its a problem of monodevelop.

I would recommend to read apples documentation on how provisioning and deployment works so you can save yourself time in the future when it comes to such trivial things as wrong provisions / sdk / deployment target

Yes these are trivial issues. But it will not compile when I select any other SDK version.
I understand about provision profiles but shouldn’t this project work without a lot of coaxing and soothing just like the earlier versions do? Or would that be asking for too much?

If I ship someone a source code library to compile, the project should load up and compile out of the box - not have to expect (or want) the user to worry about setting anything up they shouldn’t have to. I certainly wouldn’t want them messing around with the project file on the off chance something gets bunged up.

Again as to SDK versions, I’ve tried setting it to 3.2, 3.1.3 and 4.0 but it seems to have something in there looking for iPhone 3.0.