Thank you for using this project builder which enables you to build and deploy Unity-powered iOS apps in Windows. I hope you enjoy using it as much as I enjoyed creating it.
I know it's boring, but still, please take five minutes of your time to read this document!
CAVEAT EMPTOR: This iOS Project Builder for Unity is a subset, centered around and tailored for Unity, of a larger toolchain called the iOS Build Environment available from this page. Even if both share the same core, they are not identical and should not be confused. The one you have here is specific to Unity and must be updated solely through that link.
In the license that comes with the iOS SDK, Apple Inc. states that the iOS SDK shall only be deployed on Apple-branded computers. So, for the rest of this document, I will assume that your Windows computer is an Apple-branded computer running Windows through Boot Camp. I do not condone the use of this program outside this scope, and cannot be held responsible for any misuse you make of it.
In order to use this builder, you need to copy some files from the Mac side to the Windows side of your computer. Just follow these directions step by step.
Login onto Windows and plug a FAT-formatted USB key (not NTFS! macOS can't write to NTFS keys) with at least 50 Mbytes free into your computer.
Open the SDK migration assistant shortcut from your Start menu (it's in All Programs > iOS Project Builder for Unity
)
Drag both these files to your USB key and reboot into macOS.
Login onto macOS. NOTE: if you can't use your Mac for this, you may ask a friend with a working Mac to help.
Make sure that Xcode is installed and up to date (you can install or update it for free from the Mac App Store).
If your Mac is too old for the latest Xcode, here's a hint: download it anyway from https://xcodereleases.com, extract it and put the resulting Xcode.app in your Applications directory (backup your previous Xcode first). The new Xcode.app will have a forbidden icon on it (as it's incompatible with your Mac), but it won't prevent the builder's migration tools to find it and make use of it. Once the SDK migration is done, you can remove the new Xcode and put your previous, working one back in place.
Open your USB key and double-click the item called Migration assistant (step 1, Mac).command
.
Let it do its job, and when it tells you so, reboot into Windows.
(You will notice that a SDK.zip
, and possibly a Keychain.zip
file too, will have been created on your USB key. They contain the files we need.)
Login onto Windows.
Open your USB key and double-click the item called Migration assistant (step 2, PC)
.
The SDK unpacks. Wait for it to finish.
Now you can build iOS projects. But in order to deploy them to your (non-jailbroken) device, you'll also need to sign them with your digital signing identity; so read on.
On Windows, open the Keychain Tool shortcut from your Start menu (it's in All Programs > iOS Project Builder for Unity
).
If your Mac was previously used to build iOS apps, the migration assistant will have found your existing signing identity and you should see that appear in the Keychain Tool. That is to say, you should see things called certificates named iPhone Developer: <Your Name> and/or iPhone Distribution: <Your Name>, along with at least one private key and probably some provisioning profiles.
On the other hand, if you see nothing in the listbox like on this image, then it means no existing signing identity was imported from your Mac, and you need to create one from scratch.
In which case please see 6: About digital signing identities case c) "You don't have any signing identity yet".
A signing identity, in a nutshell, is the combination of 3 things: a certificate that attests of your identity, the private key (and its protecting passphrase) out of which this certificate was created, and a provisioning profile that tells which iOS device(s) are allowed to install the app that carries it.
Select the provisioning profile to use by default. This will auto-select the certificate it contains (if your profile contains multiple certificates, pick one of them), and the private key that was used to create it. Enter that private key's passphrase. When everything matches, the lock turns green. This will be your default signing identity.
Note that for a generic identity, you should select a generic, development provisioning profile, i.e. one that's not specific to a particular app. Later, when you build your apps for release, you will select for each of them a distribution certificate and a specific provisioning profile.
Voilą. Your build environment is ready!
Create your iOS project within Unity on Windows (select File - Build Settings... or Ctrl+Shift+B, then select iOS, and hit Build.)
Unity will prepare a directory containing a project to be compiled with Xcode.
Start the "Project Builder for Unity" from your Start menu (it's located in the "iOS Project Builder for Unity" programs group in the Start menu, under "All programs").
Pickup the location of the Xcode project created by Unity using the Browse button.
Check that your signing identity is correct (see 6.) and that the provisioning profile is suitable for your app (see 7.), review the build options, then hit Build.
Grab a cookie while your project is being built.
After a successful compilation, your apps can be found in the 'Packages' subdirectory of your project.
These packages are ready to be deployed on your iOS device (iPhone, iPod or iPad).
If you opted so, your app should also be available for OTA (over the air) installation to your device. Simply follow the on-screen instructions.
OTA deployment users, please note that:
IMPORTANT: As long as you haven't set up a signing identity, only a pseudo-signature can be performed. Pseudo-signed apps can only be deployed on jailbroken devices, while fully signed apps can be deployed on any device, jailbroken or not. To import and use your digital signing identity to sign the app, use the Keychain tool. See 6 - About digital signing identities for a brief howto on how to use a digital signing identity from the iOS Developer Program.
Problem encountered during the build phase? Head up there: 15 - Troubleshooting.
If you haven't opted for the recommended way to deploy your app over the air, you can still deploy it manually. There are two cases.
If it's the case, your device doesn't need to be jailbroken. To install your app on your device, you must ensure:
This is called side-loading. Please note that these instructions are known to work for iTunes 12.7 (see this thread on StackOverflow). It has been reported to me that in some cases you need to select and copy (CTRL+C) the .ipa file then paste it (CTRL+V) on the device's Music tab in iTunes. You might need to experiment a bit if you use another version (please don't ask me: truly, I don't know how other iTunes versions are meant to work.)
If you don't have any digital signing identity from the iOS developer program, you can only deploy your app if your device is jailbroken.
Jailbreaking your device is the process of lifting some security barriers that Apple put on it, that prevent it to run unsigned code (which is literally code for which we can't know the author. You understand why it's an important security restriction). Although Apple would prefer you to abstain, lifting this restriction by "jailbreaking" is authorized, safe, and reversible.
To jailbreak your device, first check its model and iOS version in Preferences > General > Informations. Once you know these, head up to http://jailbreak-me.info and let the website select the right jailbreak program for you. Make sure you have a good ad blocker enabled so as not to download anything else than the jailbreak program (I am not affiliated with this website nor with the ad campaigns it runs - you have been warned). Get the jailbreak program that's right for your device (they're free), run it and follow the instructions.
Now on to installing your unsigned app by hand on a jailbroken device:
AppSync
directory of the builder, so that you can copy it to your device and install it over SSH using the dpkg -i AppSync.deb command). Once this is done, simply double-click on the app package (.ipa file) to open it in iTunes, and then drag the app from the app library to your device in the left hand panel in iTunes. Sync. Your app icon appears.root
). Your app icon appears.su -c /usr/bin/uicache mobile
to refresh the SpringBoard icons. Your app icon appears.Problem encountered during the deployment phase? Head up there: 15 - Troubleshooting.
Open the remote debug console by clicking on the link in the builder window, or from your Windows start menu: All Programs > iOS Project Builder for Unity > Remote debug console
.
This cute piece of witchcraft allows any iOS app to send all that it would normally write to the standard output and the standard error streams stdout
and stderr
, to a window on your PC. That is to say, everything that is logged in your app using NSLog()
macros, with printf()
, fprintf(stderr, ...)
or with cout << ...
and cerr << ...
will be caught, even stack dumps when it crashes, sent over the network to display before your eyes, on your computer, while your app is running on your device. And this works even for release builds.
It catches the iOS system logs. If your device is plugged to your computer with a USB cable and if you have iTunes installed, you can catch the syslogs in glorious ANSI colors. This is invaluable to find out what happens when your app refuses to launch (for example, because of an invalid entitlement). To opt for it, tick the "System logs" checkbox in the debug console's bottom status bar. Beware: iOS is a very chatty system.
Data filtering. Say you've enabled all checkboxes and are now receiving encyclopediae of data flooding the console window so fast that you can't read anything. Halp. You may filter all this garbage to either exclude, or allow, or highlight a character string. No less valuable.
When you need a break, Stop and resume logging by clicking the "Stop / Record" button (top right of the console window).
To enable debug cuteness, tick the "Enable remote debug console" checkbox in the builder window, and make sure the IP address that displays next to it is the IP of your computer. The app will send its data over TCP ports 5001 and 5002, so you should also make sure that the remote debug console window is open on your PC and that no firewall or other "Internet Security" stupidware gets in the way (at least for these protocol/port pairs).
NOTE: each time you toggle this checkbox, the project must be rebuilt from source in order to embed or disembed some additional code. If you get linker errors such as: duplicate symbol _main
or ld: entry point (_main) undefined
, then it means you toggled the remote debug console on/off without rebuilding. Simply tick the "Rebuild all files (once)" checkbox to fix it.
In order to submit an app to the App Store, you need to send it using your App Store Connect account to the App Store Connect website. This can be done using the App Store Connect upload tool.
You need a few things to upload your app to App Store Connect. Checklist:
First, you need a build of your app signed (or re-signed) with a signing identity that's fit for App Store submissions. App Store Connect will only accept apps that are signed using a distribution certificate, so make sure your app is signed with such a certificate. In case it's not, see the signing identities section of this document to learn how to get one. Luckily for you, the App Store Connect upload tool that comes with this toolchain allows you to re-sign already packaged apps before submission.
You also need your app to embed a provisioning profile that has an explicit app ID in it. See the provisioning profiles section of this document to learn about the difference between explicit and wildcard app IDs: basically, a provisioning profile with an explicit app ID is made for one and only one app, whereas a provisioning profile with a wildcard app ID can be reused across multiple apps. Apple doesn't allow the latter for App Store submissions. So, if your current provisioning profile is a wildcard one, you will need to create an explicit app ID for your app first, then an explicit provisioning profile out of it.
You also need your provisioning profile to be fit for App Store submissions. Choose App Store (under the Distribution category) when creating such a provisioning profile.
Now, if you haven't already done so, you need to prepare a record for your app on the App Store connect website. Log in to the App Store Connect website, go to My Apps and click the plus sign to create a new record. Fill the form that describes your app: the platform on which it'll run (obviously you want iOS), the app's name, its main language, its bundle identifier (which must match the one you specified in your app's make.cmd
file or in the Unity editor if your app is a Unity app), and a unique string for you to identify it easily.
If your account uses two-factor authentication, Apple will require you to set up an app-specific password to use in the upload tool in place of your App Store Connect account's main password. Click here to find out how to create an app-specific password.
When you're set, fire up the App Store Connect upload tool. Browse to the .ipa file you want to upload, specify a signing identity suitable for the App Store, fill in the fields as appropriate (your login/password or app-specific password), and hit the Upload button. A window will pop up with a progress bar during which your app will be delivered to App Store Connect.
After the upload is done, Apple will send you an e-mail at your App Store Connect account's address to tell you whether it accepted your app for delivery (w00t!) or whether there are still some problems to fix in it. Pay attention to these messages if you want to correct them quickly and efficiently. A Google search on a particular phrase usually helps in understanding what's wrong.
Once your build has been accepted by Apple, it's up to you to choose what to do with it: for example, distribute it to your beta testers through the TestFlight program, or send it to the App Store. All the rest of this process now takes place on the App Store Connect website, which you will soon be accustomed to use. :-)
Problem encountered during the publication phase? Head up there: 15 - Troubleshooting.
To send your app to Cydia, it depends on which source (repository) you want to host it. For example, submissions on the BigBoss repository happen here: http://thebigboss.org/hosting-repository/submit-your-app. For the other repositories, please refer to their owner's website. I don't provide a list, as every now and then the URLs change.
iOS apps require to be signed with a signing identity in order to be deployed on non-jailbroken (stock) devices, and/or submitted to App Store Connect and the App Store.
A "signing identity" is the association of a certificate approven by Apple and a private key, that is used to seal that certificate into the app, AND a provisioning profile that tell which devices (typically yours and your testers') are allowed to install your apps.
3 cases:
In order to sign your app with a signing identity, put these certificate(s) (.cer
files), private key (.key
file) and provisioning profile(s) (.mobileprovision
files) in the Keychain
directory where the iOS Project Builder for Unity is installed. The build tools will then be able to pick them up and let you select which identity to use.
All iOS signing identities found on your Mac are automatically migrated along with the iOS SDK by the Migration Assistant when you run it. If you want to grab a signing identity from your Mac that was created after the iOS SDK was migrated, simply run the Migration Assistant again.
First, you need to enroll in the iOS Developer Program: https://developer.apple.com/programs/ios/ (if you wonder whether you can use a free Xcode certificate, read about it a few paragraphs below).
Now, you need to generate a new signing identity. Use the iOS Project Builder for Unity's Keychain tool to generate a new private key, and a certificate signing request (CSR). Your private key will be automatically installed in the Keychain
directory, and you get a .certSigningRequest
file that you can save somewhere on your disk.
Now visit the iOS Developer Portal at https://developer.apple.com/account/, login with your Apple iOS developer ID, click on Certificates, Identifiers & Profiles in the menu and create the certificates you need using your .certSigningRequest
file ('+' button). Once the Apple website created your certificate, download it and save it in the Keychain
directory, alongside with your private key.
Finally, you need a provisioning profile, to tell iOS which devices are allowed to install your apps. Read on the next section to find out how to create that.
Once you have your private key and certificate installed in the Keychain
directory, they become usable by the builder. Please note that only valid, non-expired certificates will appear in the certificates list.
You may then deploy your signed apps to all the devices that are listed in the app's provisioning profile (see 7) with the generated .ipa, automatically after each build (OTA), or manually (see 2.)
It is not strictly necessary to enroll in the iOS Developer Program, but in my opinion the benefits exceed the expense. Simply put, if you don't, you will need to use those "free" code signing certificates generated by Xcode, and since these certificates have a very limited lifetime (10 days) by Apple's design, be prepared to migrate them each and every week from your Mac and rebuild the apps that use them to make them installable again. Not only that, but by Apple's design, over-the-air deployment can't be used with those free certificates, which means you'll need to deploy your apps by hand on your devices (using iTunes sync for example), and when you do this 20 times a day or more, that's a consequent waste of time. A lot of advanced features related to signing identities, application entitlements, device provisioning, are not available to free users (or seriously hindered), which mean you won't be able to test many things that you code. That's why my advice is to bite the bullet and go the official way, unless you're really budget-constrained - and be prepared for a lot of hassle if you choose to go the narrow way.
Provisioning profiles are authorization files that, when installed on an iOS device, tells iOS which apps it is allowed to let you install. When you install a custom app on your iOS device, iOS complies to the provisioning profiles it has to decide whether it lets the app in or throws it away. App Store apps are not concerned, because they are all re-signed by Apple as part of the app submission process (this is why App Store apps are always accepted by iOS.)
If you want to deploy your own signed apps on an iOS device, you need a provisioning profile for it.
Sure. Just make sure that the App ID you specify in Unity matches the App ID in the provisioning profile.
If it's a "wildcard" provisioning profile, you're good. Else, if it's an "explicit" one, the IDs must match exactly. To find out the difference between a "wildcard" app ID and an "explicit" app ID, see this page.
In all cases, if you have the slightest doubt, the safest way is certainly to obtain a new provisioning profile from the iOS Provisioning Portal.
Provisioning profiles instruct iOS to let you install apps signed by yourself. Here is how to create one.
First, create an app ID:
Certificates, Identifiers & Profiles
.App IDs
.+
button (top right) to create a new app ID.All apps created by me
" (word it as you wish).Wildcard App ID
checkbox and enter com.yourdomain.*
in the bundle ID field (replace com.yourdomain
by your company's or your own top level Internet domain in reverse order, such as net.whizzbanggames for example) — and don't miss out the trailing .*
MyCoolApp
) in the bundle ID field.Continue
, review your choices, and click Submit
.Now, let's instruct which device(s) this provisioning profile will concern:
All
.+
button (top right) to register a new iOS device.My iPad
") and its Unique Device Identifier (UDID). To display the UDID of a device:Continue
, review your choices, and click Register
. Redo these steps for each iOS device you have.Finally, create a provisioning profile for this app ID and the device(s) you just registered:
All
.+
button (top right) to create a new provisioning profile.Continue
, select the app ID you just created in the list, and click Continue
.Continue
.Generic provisioning profile
" if you used a wildcard app ID, or "Provisioning profile for MyCoolApp
" if you used an explicit one), and click Generate
.Your provisioning profile is ready. You may download and save it in the Keychain
directory, alongside with your private key.
And now that you have a private key, a signing certificate and a provisioning profile with your app and device IDs in it, your signing identity is usable and you're good to go.
In Apple's terminology, frameworks are a set of APIs (i.e. entrypoints to bits of native code) regrouped together in a bundle, that developers can use to extend their apps' functionality.
More specifically, frameworks are directories ending with .framework
that contain either the framework library (the framework's compiled dynamic library, or a file describing it) plus its associated header files, or the full source code for that library (such a file layout is OS-agnostic, yet when they are viewed on a Mac, those directories look like a regular file and you need to "show package contents" to browse inside them).
The "add framework" button lets you use a framework that isn't already included in your Unity-generated Xcode project, just as you would include it in your project with Xcode. If it's not one of the stock iOS frameworks, you need to have this framework somewhere on your PC. Each third-party framework supplier provides instructions on how to use them and a download link (sometimes labelled "SDK").
Click on the button, browse to the .framework
directory that you want to include, and validate with OK. The builder will set up for you the extra compiler and linker flags to use at build time to include the framework you selected.
Hint for advanced users: if you know the clang
compiler and ld64
linker syntax, you can also specify any extra flags of your choice here.
This is an excellent example because the GoogleMobileAds
framework is known to require a bunch of dependencies that are not explicitly specified. Quite expectedly, Google doesn't simplify the task of people wanting to use their technologies on concurrent platforms (they'd rather have them all throw their iPhones and buy Androids). So, you click on the "Add framework" button and you locate the GoogleMobileAds.framework
directory that's in the Google Mobile Ads SDK that you downloaded from Google. But when you attempt to build your project after that, you get unresolved symbols
errors, telling you that the Google framework wants to call functions that are present in other frameworks that you also need to include in your project. The procedure to solve this problem is simply to resolve them one after the other. Taking the first one of the list, a Google search tells us that the missing symbol called "SecTrustCopyPublicKey" about which the linker complains is found in the iOS framework called Security: see.
So, you should add -framework Security
into the "extra linker flags" field, rebuild, and see what comes next. Repeat the process until no more errors.
For the Google Mobile Ads framework, you end up with the following extra flags (currently): -framework GoogleMobileAds -framework Security -framework MessageUI -framework MobileCoreServices -framework GLKit -framework StoreKit -framework CoreTelephony -framework AdSupport
If you want to enable your app to access special iOS services (such as Apple Pay, iCloud, etc) it must fullfill two conditions:
.plist
fileEnabling these services is done when you register your app ID on the iOS Developer portal here: https://developer.apple.com/account/ios/identifier/bundle/
When you create an app ID, either generic (wildcard ID) or specific (explicit ID), you are allowed to choose which extra Application Services will be accessible to an app wearing this ID. Technically speaking, these services are called an app's entitlements.
Configuring these services now is done through an external .plist
file, a text-editable ASCII property list that will contain the app-specific entitlements data, that will be hard-stamped in the app binary at signing time. In a nutshell, this is a text file you create with the .plist
extension, and in which you put a dictionary of key/values like this:
<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>com.apple.developer.associated-domains</key> <array> <string>applinks:some-machine.somedomain.com</string> <string>applinks:other-machine.somedomain.com</string> </array> </dict> </plist>
In this example, the Associated Domains app service is set to trust the some-machine.somedomain.com
and other-machine.somedomain.com
hosts. The key to use for this service is com.apple.developer.associated-domains
.
Then, simply tick the checkbox called Entitlements from .plist file in the builder window and browse to your .plist
file to tell the builder to stamp these entitlements in your app at code signing time.
When you need to configure a particular service and you don't know which entitlement key(s) it uses, a good starting point is to read this page in the Apple online documentation to learn which key names are associated with a particular service. Then use Google to find out about its possible values.
As the builder tries to interpret your Xcode project file so as to embed all the resources your app needs correctly in the final ipa
bundle, there are cases, specially when complex third-party plugins are used, where some extra tweaking will be needed.
A "pre-packaging script" is an executable file that you specify (either .bat
, .cmd
, or even .exe
, or any extension for which you have an interpreter: .js
for Javascript, .py
for Python, etc. as long as the corresponding interpreter is installed), that the builder will run just before your app is signed and packaged. You can use this extra build step to arrange custom resource files in the app's directory, move some from here to there, include some others, exclude other ones, and even generate new ones on the fly.
Your app's file layout, i.e. the directory in which you're interested to make changes, is typically the build\Release-iphoneos\iPhone-target\YourAppName.app
directory that is created in your project directory by the builder (Release-iphoneos
being the Xcode project's configuration name and the SDK's target system, and iPhone-target
being the Xcode project's target name which in Apple's terminology is equivalent to a Visual Studio's project name). Anyway, this is the directory whose contents will be signed and packaged in the final .ipa
file, that will be deployed to your iDevice.
If you want (or need) to use a pre-packaging script for your app, create a script that will make the necessary changes to this directory, and instruct the builder to call it here. To find out which change(s) are needed, you must refer to your plugins' documentation.
Most Unity apps won't ever need this feature, so I recommend using it only if yours require it.
Here's an example of a fictious pre-packaging script, called MyCoolApp-prepkg.bat
:
@echo off rem // hint: there are a few environment variables that you can use in your script. For example: rem // %NAME% - will expand to your app's main binary name, e.g. "MyCoolApp" rem // %CONFIGURATION% - will expand to the Xcode project configuration, e.g. "Release" rem // %TARGET_BUILD_DIR% - path where the app was constructed, e.g. "build\Release-iphoneos\iPhone-target" rem // see if we're calling this for the right app if not exist "%TARGET_BUILD_DIR%\MyCoolApp.app\." ( echo Looks like you're not calling this script for the right project... ^(exiting with an error code^) exit /b 1 ) rem // copy the missing .png files that my app expects to find in 'ExtraResources' mkdir "%TARGET_BUILD_DIR%\MyCoolApp.app\ExtraResources" copy /b /y C:\Users\Me\DevelopmentPictures\*.png "%TARGET_BUILD_DIR%\MyCoolApp.app\ExtraResources" rem // remove a big duplicate file that was incorrectly bundled in two places del /y "%TARGET_BUILD_DIR%\MyCoolApp.app\BigFatDataBase.sqlite"
Yes you can!
The witchcraft to use lies in the build.cmd
file that's in the main directory where the iOS Project Builder was installed. Basically, you call it with the path to an Xcode project generated by Unity, your signer identity string, and a couple of options to tell whether you want it to produce an .ipa file, a .deb file, or both, and whether you want to deploy the app to your device directly.
Invoke it with build.cmd /?
to see the full list of command-line options, and to learn more about what is a signer identity string in the context of this builder. An example could look like this:
"%IOSUNITYBUILDER_PATH%\build.cmd" "C:\Users\Pierre-Marie Baty\Desktop\AngryBots" -identity "my_certificate.cer:private_key.key:MySecretPassPhrase" -provision "C:\path\to\provisioning-profile.mobileprovision" -ipa
This command line builds the AngryBots Unity project that's sitting on my desktop and outputs a signed .ipa file. Ain't it cute?
Extra magic: in the Xcode project builder UI, if you hit the Build button while holding the Shift key pressed, the build log will output a lot of debug info. The first line will be the full invokation of build.cmd
, that you can copy/paste and use in your own continuous integration tools!
Building from the command line is specially useful if you want to integrate this builder into your own custom build chain. If you are a professional developer, it will make your testers save an insane amount of time!
Uploading (with or without resigning) an .ipa file to App Store Connect is also possible from the command line. See upload.cmd /?
for the gory details. Here's an example:
"%IOSUNITYBUILDER_PATH%\upload.cmd" "C:\Users\Pierre-Marie Baty\Desktop\AngryBots\Packages\AngryBots.ipa" -identity "my_certificate.cer:private_key.key:MySecretPassPhrase" -provision "C:\path\to\provisioning-profile.mobileprovision" -asclogin "your@email" -ascpassword "AppStoreSecretPassword"
This command line re-signs then uploads the AngryBots.ipa file to App Store Connect.
Yes.
This is normally automatic if those embedded binaries or frameworks are defined as such in your Unity-generated Xcode project file. The builder should simply detect them, and do the job appropriately.
In the case where it wouldn't be the case (you can tell so if you examine the contents of your MyAppName.app
directory after a successful build, and check whether your embedded binaries are there or not in the Libraries
or Frameworks
subdirectories), you may try to force-embed them by specifying them explicitly on the command line in a command-line build.
"%IOSUNITYBUILDER_PATH%\build.cmd" "C:\Users\Pierre-Marie Baty\Desktop\AngryBots" [...build options...] -embed "relative/path/to/SomeLibrary.dylib relative/path/to/SomeOtherFramework.framework" [...other build options...]
Please note: specifying the embedded binaries on the command-line will add them to the list of embedded binaries that the builder found in the Xcode project. It will not supercede them! So, if there's an error in your Xcode project file, it's wiser to fix it so that your extra binaries are embedded automatically instead of relying on a command-line build to do the job.
Yes. At last.
It took me ages, but I finally managed to make this horrific bloat that's impersonating itself as a dependency manager to work on Windows. Since the NTFS filesystem used by Windows had limitations that were definitely incompatible with the way CocoaPods works, a quasi Darwin-compatible lightweight BSD UNIX subsystem had to be created to host the CocoaPods client. This subsystem comes pre-installed with the toolchain, but not activated. If you want to use it, you'll need to acquire an activation key: simply follow the instructions when you start it the first time.
To use it, cd
to the directory where your Podfile
is, and prefix your pod
command by the pathname of the CocoaPods daemon control script, like this:
"%IOSUNITYBUILDER_PATH%\Toolchain\cocoapods\cocoapods.cmd" pod install
All the pod
commands are supported (see the full list), and also Ruby gem
commands (such as gem update cocoapods
) to update or fix CocoaPods itself. Note that when the build script finds a Podfile
in your project and the CocoaPods daemon is usable, it automatically calls it to set up your project dependencies, which means you should rarely ever need to issue a pod
command yourself.
Since this subsystem is implemented as a daemon, it must be started first, which can take some time at the first call (around one minute, the time it takes for booting an operating system), after what it stays resident in memory until you decide to stop it. Be prepared that CocoaPods will initialize itself by downloading a mind-boggling 1.5 gigabyte of data off GitHub to your computer to construct its database of all the available Pods. Of which only a ridiculous kilobyte is actually pertaining to your application — I leave the computation of the bloat factor of this ubiquitous software as an exercice to the astute reader.
Note that during that initial setup phase, you need a good and steady Internet downlink, else CocoaPods will likely issue this error: [!] Unable to add a source with url `https://github.com/CocoaPods/Specs.git` named `cocoapods`. You can try adding it manually in `/Users/cocoapods/.cocoapods/repos` or via `pod repo add`.
It simply means your connection to GitHub was interrupted, and CocoaPods isn't smart enough to recover from where it stopped.
Why make this an optional add-on? Because even if I spent an insane amount of time (i.e. months) figuring out a way to make it work, not all of those who build iOS or macOS apps on Windows also need CocoaPods to work on Windows, and trying to recover the development cost by raising the whole toolchain's would have turned out unfair for many. The legacy workarounds still work (e.g. downloading and laying out your project's dependencies by hand, although more fastidious), so this add-on is strictly optional.
cartool
) is able to compile app icons, splash screens, launch images, AR reference groups, AR reference images, AR objects, color sets, data sets, image sets and store artwork, but not other resources (yet). To have them supported in the next release, please send me the .xcassets
directory that doesn't build, so that I can provide you a patch quickly. In the meantime, assuming that your assets don't change across builds, and if you have a working macOS at hand or can borrow one, you can build your project on macOS once, then extract the compiled Assets.car
file from the .ipa
archive (.xcassets
directories are compiled into an Assets.car
file), then use it as a resource file when building your project on Windows, by inserting this Assets.car
file into the final app using a pre-packaging script (see the section about pre-packaging scripts)..xib
files (some assets embed Xcode plugins that do). Assuming that your .xib
file doesn't change across builds, the workaround, if you have a Mac at hand or can borrow one, is to build your project on a Mac once, then extract the compiled .nib
file from the .ipa
archive (.xib
files are compiled into .nib
files), then use it as a resource file when building your project on Windows, by inserting this .nib
file into the final app using a pre-packaging script (see the section about pre-packaging scripts). You will also need to remove all references to the .xib
file from the project.pbxproj
file to make the builder happy. If the previous tip isn't appliable to you, you will need to rewrite the concerned assets so that they do in plain Objective-C code what they were doing in Interface Builder, or if you can't, simply not use them for now.\\SERVER\share\project
). To workaround this limitation, just mount your network path as a network drive, and access it using the drive letter instead of the network path.IOSBUILDENV_PATH
environment variable from your system and build your IPA again. If it doesn't help, then you need to re-import your SDK. And if this definitely doesn't either, then it means there's a problem with this release, so let me know please.Podfile
. This will enable you to create the Xcode project anyway, without the Pods directory (and thumb down Google)."New folder (2)"
. Simply rename your project's directory to something safe (use only alphanumeric characters and spaces) and see if it makes the problem disappear.Podfile
), download these missing frameworks/libraries/bundles from their website (almost all of them provide a non-CocoaPods means of distribution in the form of a zip archive or similar), and inject them at build time using the "Add extra framework" and "Add binary" buttons. After that, move the Podfile
away (e.g. rename it) so that the build is allowed to continue.-ObjC
to the extra linker flags.GoogleMobileAds.framework
. This framework depends on other Firebase components: UserMessagingPlatform
, GoogleAppMeasurement
, GoogleUtilities
, PromisesObjC
, nanopb
, so inject those as well and add -ObjC
to the extra linker flags.PodSpec
on their GitHub repository; until it changes, the download is here. Then inject the frameworks normally. Also add -ObjC
in the extra linker flags (NOTE: there is controversy about this ad mediation service. I found it out after discovering that my malware filters block their domains. I am not advocating them here, I'm simply answering a recurrent user request. Please make your own mind.)duplicate symbol _main
, or an error that says: ld: entry point (_main) undefined
, then it means you toggled the remote debug console on/off without rebuilding. Simply tick the "Rebuild all files" checkbox to fix it.-multicore
option is not in use. This will greatly help diagnosis, because the builder will now process one file at a time, and stop at the first error.-I<relative_path_to_the_directory>
, for example: -ISomeDir/SomeOtherDir/DirWhereMyHeaderIs
. You probably will have to do that again for other include directories (maybe a lot, if you use a lot of plugins). Append all compiler flags with a space between each of them, like this: -Ipath1 -Ipath2 -Ipath3
.ccache: error: Failed to create temporary file for [very long path]
, then you're likely to have been plagued by the Windows 260 characters path limit. Try relocating your project closer to the root of your drive (e.g. if your project is located at C:\Users\YourName\Documents\Projects\Stuff\Miscellaneous\2020\RandomIdeas\ThingsThatWork\MyCoolProject
, simply move that directory to C:\MyCoolProject
. Most of the times it's enough to stay under the path limit.AppSync
package is installed. Don't miss out AppSync
to install unsigned IPAs! On the other hand, .deb
packages don't require AppSync
..app
directory. A pre-packaging script may be used if you need to lay out these files manually.stdout
(standard output) and stderr
(standard error) streams.unrecognized selector sent to instance
or unrecognized selector sent to class
and your app uses static libraries or frameworks (static libraries are pre-compiled files ending in .a
and static frameworks are all those third-party frameworks that are merged in your app's main binary and don't go in a Frameworks
subdirectory of your app — if you're unsure that your app uses either of those, assume it does), and these static libraries or frameworks contain Objective-C classes (if you're unsure, assume they do), then the linker may have stripped too much of them. Because Objective-C calls work by character strings and not function addresses like everybody else (for the curious, see how objc_msgSend() works), it's hard for the linker to know whether your code will be using a particular Objective-C function or not, so when this function is inside a library, by default it assumes it won't... and is often wrong. So, to prevent the linker from stripping "seemingly unused" Objective-C code found in your static libraries and frameworks, add -ObjC
to the extra linker flags and rebuild your app. Note that this is often an explicit direction given by third-party framework providers (for example, Google does tell you to add the -ObjC
linker flag to Xcode when you use Firebase or AdMob, unless you're using CocoaPods, which does it automatically). Note that this necessarily will make your app bigger, so if you want to restrict this linker behaviour to a particular library or framework, consider using the -force_load path/to/library
flag instead.xcrun (an Xcode tool) was not found. This is necessary to bake ARKit-specific data into an XRReferenceImageLibrary. XRReferenceImageLibrary assets will not work in asset bundles.
If you do, it means the Unity Editor expected to find a macOS-specific tool called xcrun
(which obviously doesn't exist on Windows) to copy your AR reference images at their right place in the Xcode project. Relying on this tool should not be necessary as there are more portable ways to do the same thing. Until Unity fixes this issue in a more portable manner, you may use this workaround suggested by a user. The idea is to load your AR reference images by hand when they're needed, programmatically."
, \
, !
or ^
). If needed, update your App Store Connect password on the Apple website.If none of these directions help to solve your problem, then head up there for support (but only after these verifications are made!)
If you feel so, you are warmly invited to leave the worst possible review about this asset on the Unity Asset Store, expressing all your frustration that it can't just do what you want with a single click, without needing to read all this stupid documentation and follow worthless instructions. Really, what sort of programmers read docs today?
More seriously, if you feel frustrated, my advice is to take a breath, take your time to sort out your questions, and kindly do ask for help. If hundreds of people could use this toolchain successfully, there's really little reason you could not. Really.