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clang: error: unknown argument: '-gmodul'

append delete Simon

Hi

I've recently added AdMob to my game and as such I needed a load of dependencies and bought the CocoaPods daemon.

When I build, it starts by trying to build the 6 relevant CocoaPods dependancy projects. For some of them I get the following warning

=============================================================================
WARNING: this project contains shell scripts, which CANNOT BE RUN on Windows
without being translated first.
WORKAROUND: for now, please remove your assets & plugins having shell scripts
in their build phases, or translate them to batch scripts and call them in a
pre-packaging script (or ignore this warning if the scripts are non-critical)
In Xcode project: Pods.xcodeproj/project.pbxproj

-----------------------------------------------------------------------------


and then eventually I get:

These scripts might be non critical - attempting to proceed anyway.

Eventually, the program has a few lines of "clang: error: unknown argument: '-gmodul'" and then says "detected compiler error, aborting multithreaded build" and then stops.

Here is a pastebin of the last few lines of output in the console

https://pastebin.com/Vc1bf4PQ

Any help would be appreciated.

Thanks

Simon

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Replies

append delete #1. Simon

Sorry, it looks like the thread from earlier today is the same problem. I did search before posting, I promise, but it was yesterday evening. I added the extra compiler flag as per your advice and it builds now - thanks!

The app fails to start, but I'm guessing that's probably to do with my AdMob set-up.

append delete #2. Pierre-Marie Baty

Indeed it was the same problem. You don't mind if I delete this thread ?

append delete #3. Simon

Thanks for the reply.

I've been trying to work out why the app crashes when it starts. I made it so AdMob doesn't initialize on start, thinking that that would stop it crashing, but it didn't. AdMob and CocoaPods are the only things I've added since it last built successfully, so I'm thinking it may be something to do with CocoaPods - could that be the case? I'll have a go at building it on my Mac tomorrow to see if that works. If it doesn't, it must be an issue with EasyMobilePro (the asset I use for AdMob)

Would you mind keeping this open until I resolve my issue? No worries if not, I can create a new thread if it builds successfully in XCode.

append delete #4. Pierre-Marie Baty

Check the system logs using the remote debug console. The reason of the crash will necessarily appear (among a lot of verbose buzz).

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