Unity XCode 5

Is it safe to update to Maverick/Xcode 5

I now can no longer update games using 4.6 as I am getting this:

This bundle is invalid. Apple is not currently accepting applications built with this version of the SDK.

I also saw that Apple is forcing everyone to upgrade:

However the Unity Sys Requirements Page still has Xcode 4.3 listed:

http://unity3d.com/unity/system-requirements

Very confusing.

Hi dude,

There no issues with Xcode 5, I have been using it for some time, also testing Xcode 5.1 beta aswell.
I think its time to move to Xcode 5.

You can still make working builds with Xcode 4.3, just Apple no longer accepts them.

Hi,

does Unity Pro behave different than Unity free?

We are currently doing some tests with free, using Unity 4.3.4 and xCode 5, and the project generated is not correct.
We tried OSX and Win creation.

  1. some splash screens are missing, leading the app to crash
  2. build and run doesn’t work “launching project via Xcode4 (not 5!) failed”
  3. having problems with 3rd party plugins too (.frameworks not added)

Are these issues gone with pro?

Thanks!

  1. what is ‘some splash screens’ ? Unity indie does not allow you to use a splash screen, so this is gibberish.
  2. hasn’t worked in a long time…doesn’t matter pro/indie
  3. 3rd party plugins don’t automatically enable frameworks in Xcode…how could they…

Hi,

thanks for the reply!

@1: let me be more specific :slight_smile:
I am aware of the unity free splash screen “do not touch rule”, and I didn’t touch 'em.
If I generate an xCode project, open it (with xCode5 + iOS7 SDK), xCode shows me slots for about 8 splash screens, and 4 of them are missing.
If I build the Unity project out of the box, it e.g. would crash on iPhone 5 or iPad Air, cause it logs “you must not modify the splash screen in Unity free” … which I didn’t do.
The solution is, that I have to manually add the Unity splashscreens for these resolutions.
Out of my head (not on a mac right now), it’s the splashscreens for newer tablets … iPad mini and Air … but don’t blame me, if I got this wrong :wink:

This is cumbersome, if you have to do all these steps for every new build (see question 3) too =) ).

@2: ok, thanks. Good to know!

@3: I have heard of the OnPostProcessBuild and GitHub - onevcat/XUPorter: Add files and frameworks to your Xcode project after it is generated by Unity 3D. . I thought, maybe theres a built in solution and standard for all the plugins. Some seem to use it, some don’t. Those that seem to use it, sometimes don’t work.
As a Unity newbie (we got experience with crossplatform + native development for all kinds of sdks), I would seek advice, how you “automate” your SDK integration for iOS. What’s the nowadays preferred way, to include .framework files?
E.g. on Android you don’t seem to have these problems, as the manifest gets updated/merged.

We mainly come from a different engine, and if you generate an xCode project there, you can easily update your build/project by simply replacing the one game-content file.

What files do I have to replace, when updating a unity project?
I think things are more complicated, looking e.g. at the plugin cpp files which has links to the DLLs …

I must say, according to all the hype around Unity, I thought for main platforms like iOS, there’s a smooth workflow … and I still hope there is, just don’t know where it is yet.
So I’d be grateful for any tips :slight_smile:

Thanks!

Hello guys,

I was not able to reproduce the issue. For me it works fine, I can build and run projects with Unity Free (iOS basic) with 4.3.4f1 and iOS7SDK and Xcode 5.1.

Can you try to just create new empty project, and just build and run it (without any changes to editor/xcode project) and see if it works.

If it does not work, please submit a bug report and send me a case name via private messages. (with the unity and Xcode project attached).

Thank you!

I do have the usual “can’t remove splash screen” when I open the xCode project build by Unity iOS basic 4.3.4 on XCODE 5.
Anyone ?

@proandrius: thx for the offer and suggestion! Don’t have a mac here right now, but will look at it on Monday!

Hi, had a little bit of time today to test it.
The xCode project is lacking the four iPad iOS7 splashscreens. Says it cant find suitable images …
The iOS6 splashes are added as well as all the iPhone ones.

Do you still need the project?
We’ll pretty soon have to buy pro anyway, so that ought to solve the problem for us :wink:

But can you still deploy to the device? If not, please submit a bug report. I would look into it. :slight_smile:

Hi,

I looked into this further.

@Build only, not build and run:
You are right, with 4.3.4f1 and xCode 5.1 the splashscreens mentioned above are missing in the xCode project, but the game runs on the device, showing some Unity splashscreen.

Maybe the problem, what caused our project to fail was, that we originally developed the game on a mac with iOS 6 sdk installed, and cause we couldnt submit to the Appstore, we switched over to a newer one, and then the project file was “corrupted” some kind of way … although it’s a bit strange, it’s thinkable :wink:

@Build and run: it throws the known “xCode 4 not found” or something exception.
Now SouthernCoder69 said this has been broken for a while … or is this working for you proandrius?
If so, I can try to give you more info about the fail …

Thanks!

Thank you very much for all the details! As for missing splash screens we will figure this out (with your info everything looks more clearly now). And yes there is a possibility of something being corrupted as well.

As for “build and run” with Xcode 5.1 this is a known issue and fix should be soon. :slight_smile:

I’m having similar problems with the latest build of Unity and Xcode on ios. It’s been causing me many sleepless nights and driving me a little bit crazy. I’m developing a game using Unity Basic because it’s our first game. I was planning on upgrading to Unity Pro if it’s successful but if I have so many problems just getting it out to my beta testers how can I submit it to the App Store?

I’ve spent thousands of dollars in the Unity App Store for the graphics am using in this game and am quite happy with them and my testers are quite happy with them but the hoops I have to go through to get the adhoc file to my testers is wearing me down.

I was able to build an adhoc distribution by not updating the file in Xcode and by using a little code in the linker file but I’d be so happy if you could fix this or help me somehow.

I love Unity. I love all the graphics I’ve bought in the Unity App Store. I love my game. I’m just on my last catly hair to figure this out using the latest version of Unity and the latest version of Xcode and Unity Basic. I can’t be sure using Unity Pro would solve my problem so am not ready to go there.

I went back to Xcode 5.0.2 and that solved all my problems. I deleted 5.1, then downloaded and installed the old version from the iOS Dev Center (I kept 5.1 in the trash until I knew 5.0.2 was working).

I found 5.0 in Downloads in the Developer’s portal thanks. I see they still keep it up. : )

But wouldn’t it be better if these problems were fixed within Unity? My only warnings now are about iAd and I found some thread here how to take the code out if you’re not using iAd and about the Unity images.