Windows: 11
Builder: 3.64
ios sdk: 15.2
Hi!
I can see permission errors when trying to build a project using the cocoapods linux bsd extension. Do you have any idea?
Screenshot:
https://i.postimg.cc/08XT0Nxs/cocoapods.png
thanks!
Windows: 11
Builder: 3.64
ios sdk: 15.2
Hi!
I can see permission errors when trying to build a project using the cocoapods linux bsd extension. Do you have any idea?
Screenshot:
https://i.postimg.cc/08XT0Nxs/cocoapods.png
thanks!
Turns out the firebase files were marked as "read only"... After removing that flag in the files properties it works but I have other errors popping :(
I get this issue now:
/Pods/GoogleAppMeasurement/Frameworks/GoogleAppMeasurementIdentitySupport.xcframework/ios-arm64_x86_64-maccatalyst/GoogleAppMeasurementIdentitySupport.framework/Versions: No such file or directory
I just checked and indeed there is no Versions file or folder.
Any idea? Thanks
I suspect a long pathname problem. Windows only handles paths up to 260 characters long. Depending on where your iOS project is located, that file might be beyond that limit. If it's not the case already, try putting your Xcode project in C:\iOS (that directory was created by the builder's install program, and its purpose was just that, to hold Xcode projects as close as possible to the drive root so as to avoid that).
If your Xcode project is already in C:\iOS, then it's another problem and I'll need to investigate.
Thank you for your reply. I moved the ios project to C:/IOS/MM/ and indeed it's moving forward with a different set of errors now:
I can prepare a small unity project with only the Firebase thing if you want to give it a try.
Thanks again for your help! much appreciated!
You're almost there: all your files compiled successfully. Now the error is at the linking stage.
That's a strange error message: it says that a static library exports the same symbol twice, in two different files. It might mean it wasn't built correctly: possibly one in each of those two pair of files was supposed to be a symbolic link to the other. If the compiler didn't figure that out, then it was compiled twice. I think I have something to fix here. Yes, I'd be happy if you can prepare a small Xcode project with only the Firebase framework that demonstrates the problem.
So I figured that I had the firebase ios plugin twice in the unity project and that's why...
Now it compiled!
Thank you so much for your help, very appreciated
Well, considering the workload here, I'm very glad you figured out the problem, and that it was not something to fix again.
Happy building :-)
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