So far the Cloud Build seems awesome, however, I’ve run into a blocking issue that I’ve never encountered when building manually with XCode 5.1.1 on my Mac Pro.
The Android compilation for the same code works fine.
87: + Building with Xcode 5.1.1 88: [xcode] 1 error generated. 89: [xcode] 2014-08-22 19:34:49.398 xcodebuild[72163:1403] DVTAssertions: Warning in /SourceCache/IDEXcode3ProjectSupport/IDEXcode3ProjectSupport-5069/Xcode3Core/LegacyProjects/Frameworks/DevToolsCore/DevToolsCore/SpecificationTypes/BuiltInSpecifications/Compilers/XCGccMakefileDependencies.m:76 90: [xcode] NSUnderlyingError = “Error Domain=NSPOSIXErrorDomain Code=2 "The operation couldn\U2019t be completed. No such file or directory"”; 91: [xcode] Please file a bug at http://bugreport.apple.com with this warning message and any useful information you can provide. 92: [xcode] ** BUILD FAILED ** 93: ! build of ‘default-ios’ failed. compile failed 94: Finished: FAILURE
The Unity phase completes fine, with just a few code warnings. I am using a few plugins (which work fine when compiled locally), and some non-standard frameworks (StoreKit, Accounts, Social), but otherwise it’s a pretty standard XCode project. We aren’t doing any post-processing on the Unity output aside from the frameworks.
Hi @Wisteso - Unity Cloud Build doesn’t support adding Xcode frameworks yet. But it is on our roadmap and something we are going to be adding in the future.
Hi! Just chiming in that this would be my #1 wishlist item as well, since until this is available we cannot make any iOS builds for the foreseeable future as our projects have always relied on plugins in the past and likely will continue to do so in the future.
hypeNate, it’s of course understandable that the very first release would not support frameworks. I’m hoping (somewhat assuming) that framework support will be coming very soon? I think the cloud build system is otherwise awesome and a perfect solution for our team for many reasons.
If adding framework support is not a critical priority already, I just want to politely point out that currently this feature is for Unity Pro users only, but I think Unity Pro users will often want to be creating games that rely on these post-build frameworks (especially StoreKit for IAPs).
@Wisteso - you’re absolutely right. This is a feature that is definitely in the works. I can’t announce exactly when it will be ready - but it is coming.
I was surprised today to find that our framework dependent builds were suddenly succeeding. Did you guys already patch support in?
Edit: Actually it just occurred to me that it might instead be succeeding due to the new “IOSNative” plugin now containing a python script which manually adds these frameworks in to the XCode project via some Unity build hook.
Either way, I’m very happy to not have to rely on a secondary Mac for builds anymore, and we no longer really need to use TestFlight for deploying builds! (though it is nice for beta testing)
@Wisteso - great! Yes, if the plugin author has included a script to manage the framework then that should execute as planned. Many of the Prime31 plugins have this functionality.
Hi @Inter-Illusion - I can’t tell from this code whether you’re using the Xcode Manipulation API?
Just in case you are not: If your project requires adding Xcode frameworks after Unity exports the player but before the Xcode process runs, you’ll need to check out Unity ID and learn how to include the Xcode Manipulation API in your project. You’ll also need to either define a UCB post-Export method or else utilize the postProcessBuildAttribute on your own method:
If you need more assistance, perhaps other users on this forum can provide guidance or a link to a tutorial on how this is typically done, what they’ve tried in UCB?
And to answer your specific question: using the Xcode Manipulation API does not require access to UCB Advanced Settings, but using a UCB post-Export method does.