We have a Unity based AR app which we would to try out in the Vision Pro Simulator. However, I can’t get things setup correctly.
In build settings, I changed the target device to “VisionOS (experimental)” and built the app. If I open this app, it shows the visionOS target correctly, but the Vision Pro Simulator isn’t available as a run destination. For a blank visionOS app created with Xcode, it works, but not for my Unity project. How does Xcode decide when to show the simulator as a valid target?
Also, if I try to build the app, I get these errors:
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chmod: /Users/tom/Desktop/Marble Builds/visionpro/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/il2cpp: No such file or directory
chmod: /Users/tom/Desktop/Marble Builds/visionpro/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x64/bee_backend: No such file or directory
/Users/tom/Library/Developer/Xcode/DerivedData/Unity-iPhone-cgvswwscoavfzfbpabhuyqftbyqx/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-xros/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 19: /Users/tom/Desktop/Marble Builds/visionpro/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/il2cpp: No such file or directory
Command PhaseScriptExecution failed with a nonzero exit code
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It seems as if IL2CPP-related files are missing in the build?
Another challenge is that I am using the Dependency Resolver from Google to get Cocoa Pods into my app. Yet the resolver does not support visionOS targets yet, so it won’t setup the Pods and the .xcworkspace file correctly. Did anyone find a solution to this, or do I have to wait until Google updates the resolver package?
