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BillingServices/BillingServices-Swift.h file not found

append delete neri

https://pmbaty.com/paste/?bb6daeb372d062bf#GWesZ2Jq6xVWmUUNmBeHcvx3xFzZapDPtXgLeXw6TRod

i have tried to put a flag :

I"C:\Users\123ne\pitago\Assets\Plugins\VoxelBusters\EssentialKit\Plugins\iOS\BillingServices\Modules\BillingServices"

since the file is here :

C:\Users\123ne\pitago\Assets\Plugins\VoxelBusters\EssentialKit\Plugins\iOS\BillingServices\Modules\BillingServices\BillingServices.h

yes its name is also BillingServices :)

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append delete #1. Pierre-Marie Baty

I will reply, despite the fact that you haven't provided the information I requested (iOS SDK version, Windows version, etc.), and despite the fact that you posted twice for the same problem. I am committed to provide help to everybody but these behaviors are really wearing me out.

This one falls under the "mixed languages" (mixed Swift+ObjC target) limitation, which is described in the first line of the big red "limitations & workarounds" paragraph of the documentation. The builder doesn't build mixed-language targets yet, only Xcode does.

append delete #2. neri

Hi Pierre-Marie,

As we’ve discussed a few times, I’ve spent around four full days over several months trying to get the “Build for iOS/macOS on Windows” tool working. I followed your instructions, installed CocoaPods, and even tested on a Mac (where I’ve successfully uploaded builds to the App Store before).

Despite your help, we couldn’t get it working even once - every fix just led to a new issue. At this point, I’d like to kindly request a refund for the asset and the cocopods addition i bought, as I haven’t been able to use the tool for its intended purpose.

i wouldn't leave any bad review in the unity assetstore since i understand it works for most of the people but for my cases , thanks :)

append delete #3. Pierre-Marie Baty

Hello,

I'm sorry to hear that.

Anyway, I hope it's clear for everybody that I totally don't care what review people leave in the asset store, so there's no point mentioning that in the hope that you'll be treated better than if you don't. I do my best to help everybody provided they help themselves enough.

In your situation, your problems were successively:
- You encountered a crash in the Swift compiler while trying to build Pods (https://www.pmbaty.com/iosbuildenv/help/thread.php?path=Problem%20solving/&file=build-crash). Since I now provide the official Win32 builds from Swift.org, there's nothing I could do about it unfortunately. I then advised you to use precompiled binaries.
- You didn't and tried to just skip the pods instead : that couldn't work.
- Then you went back to trying to use CocoaPods again. After what you hit a mixed sources problem, which is a no-go.

Well. Is there a reason why you didn't follow the recommendation I gave, which was to *not* use CocoaPods but instead gather all your project's 3rd-party dependencies in form of precompiled binaries and frameworks, and inject them into the build, as explained in the documentation ? I would have assisted you with that.

Did you try it ? In case you did and you encountered difficulties, what were them and did you ask for help about those ? I checked the forum and I couldn't find where, but maybe I missed it.

Anyway, I'm okay to refund people when things don't work, provided enough effort must have been done in following the workarounds I suggest when something doesn't work out of the box before we arrive to this outcome. It's not just "I spent xxx time on the problem and it didn't work": you understand that if that time was spent in other directions than the one I advised, I can't guarantee it was time spent productively. No offense intended of course.

So let me please know first if you did follow that recommendation, and where it led you to. I might have missed it on the forum ; or if we exchanged by e-mail on this subject, be kind enough to remind me the date it was please.

(P.S. my first reply was essentially the same but lacked some rounding around the edges. I rewrote it, I hope it's more palatable now.)

append delete #4. neri

Hello,

I’ve tried everything you suggested-and much more. There’s no one more motivated than me to stop wasting money on Mac-in-Cloud services and get this building on my own machine.

We did correspond a few months ago and tried to solve a different problem; I’ll look for that conversation and add it later.

The main issue now is that I can’t find the frameworks for all my plugins, and I’m not even sure they all have them. Maybe I haven’t fully understood all the frameworks and related files-these are not things I’ve encountered before. I tried to find them in the folders Unity created after compiling, but I couldn’t find them there or on the plugin sites.

I’m charging for the X time because I have a company to manage, and documentation doesn’t make it easier for me.

I would really like to understand how to fix this and make it work, but honestly, I feel like I’ve tried a lot. I haven’t detailed the amount of time and effort I’ve spent researching everything in the documentation, but I still don’t understand how to do it manually with the frameworks. I don’t know where to find them-some are official and available on the site, but for other plugins I can’t find them anywhere.

That said, I’m willing to try again what you suggest, with your guidance, because it would really help me succeed.

append delete #5. Pierre-Marie Baty

You need to find the binary frameworks your app uses and you say you have a Mac-in-Cloud account.

Whether you download your precompiled frameworks from their publishers' websites (when they're available) or pick them up after Xcode has successfully compiled them on a Mac from a CocoaPods-enabled project is a strictly equivalent choice.

Since you mention you use a Mac-in-Cloud service, you can simply extract your compiled app's frameworks from Xcode's DerivedData directory (that's where Xcode puts its build artifacts), filter out the ones belonging to the Unity engine, and all the rest is your app's dependencies. You may need to relocate the DerivedData directory relatively to your project in Xcode's settings to find it more easily.

Once you have these frameworks, follow the rest of the documentation to make use of them. Start by laying them out altogether in a subdirectory of your Xcode project, say "3rdParty", and see if the build script finds them automatically. If it does, problem solved ; if not, add the missing compiler and linker flags. If you're using frameworks from Google, chances are that you'll need the -ObjC linker flag for example (as per their documentation).

:: @Pierre-Marie Baty added on 20 Aug ’25 · 01:38

*edit* Or send me the app - I'll compile it myself, pick up the frameworks from the Xcode build, zip them altogether, make sure they can be used on Windows and send them back to you with instructions. It'll be faster than providing lengthy explanations.

append delete #6. neri

Thank you so much for that incredibly generous offer. That would be a massive help!

I will definitely send you the app. Could you please let me know the best email address to send the project files to? I'll get it packaged up and sent over right away.

And tell me please which exectly files i need to send

I really appreciate you taking the time to do this, and I'm hopeful that this will finally solve the issue.

append delete #7. Pierre-Marie Baty

Send a download link to pm at this domain. I only need the Xcode project as it's been generated by Unity, without any build artifacts in it.

append delete #8. neri

Thank you again for the guidance. I’ve sent the Xcode project via email to the address you mentioned (pm @ this domain).

Please let me know if you need anything else from my side. I really appreciate your help with this!

append delete #9. Pierre-Marie Baty

Your project builds and I collected the dependencies in a single .zip file along with the linker flags needed. Check your mail and let me know if everything works as expected.

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