Hi.
I have been trying to build a test app on my ipad for now 2 weeks. And still cannot get out of the tunnel.
Any newbie support would be appreciated.
I ended up just creating a cube and a plane. To eliminate any complexity.
Built it to my bundle identifier, targeting ios version 7.0.
I opened the project in xcode and whenever I try to run it I get:
Undefined symbols for architecture armv7:
“__MNP_ShowRateUsPopUp”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
“__MNP_ShowDialog”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
“__MNP_ShowPreloader”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
“__MNP_RedirectToAppStoreRatingPage”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
“__MNP_HidePreloader”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
“__MNP_ShowMessage”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
“__MNP_DismissCurrentAlert”, referenced from:
RegisterMonoModules() in RegisterMonoModules.o
ld: symbol(s) not found for architecture armv7
I searched everywhere for ideas and things to try.
Between which:
Added new frameworks.
Reworked paths.
Tried a few combinations of build settings.
As well as of build options.
With no much luck so far.
I assume Im missing a library.
Or one of my search paths is incorrect.
But cant seem to find a direct answer to this specific error.
Check some things below but I googled your error–part of it that was googleable and someone had something similar–their plugin had old architectures–not compatible with arm64/arm7—their solution—
“I just changed the existing architectures to armv6 only and it worked. The Applovin Unity Plugin has old library and only supports armv6 architecture.” Now I don’t know if armv6 is a choice anymore or if your problem stems from that but old architectures in a plugin might be part of your problem. Other thoughts–
I’m running my game using 4.6.2 right now on a 32 bit iPad mini. I did have some trouble getting there but after tweaking some things it ran. I’m using Mono as a back end right now. Will switch to IL2CPP after awhile. I had it running fine using 4.6.1 before with similar settings.
Here is a pic of my Player Settings and Xcode settings.
Are you building for standard architectures? What do your player settings look like. Try increasing your trampolines. I’m using 1500.
First try building with a small file with just one scene and a cube in it and nothing else. No third party plugins of any kind. Or try the old standby Hello World and see what happens. : ) You’re not alone. A lot of people are struggling with these new versions.
But I have gotten my game to run on my 32 bit device an ipad mini using 4.6.2 with mono as a backend and it was even easier to get it running on 4.6.1 with mono as the backend so you should have some hope.
My ipad mini is the first mini out there. What version of ipad are you using. I forgot to ask.
I think you might have a third party asset that doesn’t comply with the new architectures. Do you need to use it?
If anybody asked me that about my third party assets–I’d say, yes, I really need to use it–but unfortunately with the new changes I wouldn’t have the luxury–I’d have to find a substitute that works or ask the developer to get their asset working with the new architectures or ask Unity how to get around the problem if it were possible.
And don’t rule out human error–
I had a typo in my architectures in xCode and it completely ruined me until I fixed it.
Im sure it’s something silly. But that cube and plane just dont want to go.
Im not using any plugins. Just straight up from unity 4.6.1p4 into xcode 6.1.1.
I may have to give unity 4.6.2 a twist next…
Oh… and Im running on os Mavericks. So, I may have some limitations to which version of xcode I can push.
Having said that. I genuinely thought it was going to be easier to just put a cube and a plane into an app.
Sorry for the delay, bud. I can only dedicate time to this in between work shifts.
Yep.
I erased the bundle identifier from the pic for sake of safety.
But, if that is what you mean, im signed up as a developer. I have all hardware registered. Provision files loaded.
Afaik all is good to go on the unity3d and xcode sides.
ohhhhhhhhhhh
Started a new project…
This time removed ALL native unity3d plugins but left only “standard assets”…
And I got a cube and a plane on my ipad…
Bad Unity3d… bad… !
Ill have to go one plugin at the time and find the offending one.
I know this is a fantastic, one of a kind, great opportunity, kinda software.
But… man…
Thanks for your time nonetheless Catacomber… quite kind of you.