.xcworkspace does not generate

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邹建宁

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Mar 26, 2017, 11:27:57 PM3/26/17
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I'm a beginner for unity.I use Firebase unity SDK and GoogleMobileAdsPlugin.

My unity is 5.4.1.

I export IOS project according to the tutorial in https://firebase.google.com/docs/unity/setup.But I can't find a .xcworkspace  file.

It generate a default Podfile file.


source 'https://github.com/CocoaPods/Specs.git'
install! 'cocoapods', :integrate_targets => false


platform :ios, '7.0'

target 'Unity-iPhone' do
pod 'Firebase/Analytics', '3.14.0'
pod 'Firebase/Core', '3.14.0'
pod 'Google-Mobile-Ads-SDK', '~> 7.13'
end


After pod install,.xcworkspace  apper when I delete "install! 'cocoapods', :integrate_targets => false".


I want to know whether the .xcworkspace file is necessary or not when I use Firebase unity SDK?

Because other firebase tutorials tell me .xcworkspace is necessary like https://firebase.google.com/docs/admob/ios/games?hl=zh-cn#_3.


If ti is necessary,what I can do to generate it or a correct Podfile?

Thank you.

Stewart Miles

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Mar 28, 2017, 8:59:38 PM3/28/17
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We intentionally do not generate an Xcode workspace.  Instead we use Cocoapods to download the dependencies we need into a temporary Pods.xcproj and integrate these in the IOSResolver plugin into the Xcode project generated by Unity.  You should end up with frameworks in the Pods.xcproj added to the Xcode project generated by Unity.  This enables Unity Build & Run to work and also allows you to open the Xcode project and build as per usual.

If you're having problems could you share your Unity console logs so that we can help figure out what's going wrong?

To enable very verbose log output goto the "Assets > Play Services Resolver > iOS Resolver > Settings" menu option and check the "Verbose Logging" box.  This should generate a load of debug information to help diagnose the issue.

Cheers,
Stewart

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邹建宁

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Apr 7, 2017, 12:16:00 AM4/7/17
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Hi,

Thanks for reply.
It seem to be that I was mislead by the tutorial in Firebase Admob.


So,I don't need to open the Xcode project with .xcodeworkspace.I should run the Unity-iPhone.xcodeproj in the image.
Pods.xcodeproj file doesn't matter to run the project in Pods folder.It is related to cocoapods and some frameworks.  

Is it like I said?




在 2017年3月29日星期三 UTC+8上午8:59:38,Stewart Miles写道:
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wenzhuo zhao

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Apr 7, 2017, 9:54:38 AM4/7/17
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Dear friends,
      I just want to test the Unity example quickstart samples of Auth/testapp.
       I used unity5.5.2 and Xcode 7.0.1f. I added the frameworks(in pods.xcproj) to Xcode project(Unity Generated). Build and it appear errors.
Like this:
     

Undefined symbols for architecture arm64:

  "_inflate", referenced from:

      +[NSData(GTMZlibAdditionsPrivate) gtm_dataByInflatingBytes:length:isRawData:error:] in GTMNSData+zlib.o

...................


Does it means I should use xcode7.3 or higher? Waiting for your reply!


在 2017年3月29日星期三 UTC+8上午8:59:38,Stewart Miles写道:
We intentionally do not generate an Xcode workspace.  Instead we use Cocoapods to download the dependencies we need into a temporary Pods.xcproj and integrate these in the IOSResolver plugin into the Xcode project generated by Unity.  You should end up with frameworks in the Pods.xcproj added to the Xcode project generated by Unity.  This enables Unity Build & Run to work and also allows you to open the Xcode project and build as per usual.
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Stewart Miles

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Apr 7, 2017, 11:36:03 AM4/7/17
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We do more than add the frameworks from the pods project to the xcproj.  The full details are open source (available here: https://github.com/googlesamples/unity-jar-resolver/tree/master/source/IOSResolver/src) if you're interested.

To enable very verbose log output goto the "Assets > Play Services Resolver > iOS Resolver > Settings" menu option and check the "Verbose Logging" box.  This should generate a load of debug information to help diagnose the issue.  Please reply with your build logs from Unity and we'll take a look at what's going wrong.

Cheers,
Stewart

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Stewart Miles

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May 9, 2017, 8:18:19 PM5/9/17
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FYI: We now support xcworkspace generation in 3.0.2 https://firebase.google.com/support/release-notes/unity#3.0.2 this is only enabled when using Unity 5.6 as Unity now attempts to open Xcode workspaces after a build is complete.  In earlier versions of Unity (5.5 and below) we still have code that integrates pods into the xcproj.

Cheers,
Stewart

Chris Drain

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Jul 19, 2017, 9:32:44 PM7/19/17
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The xcworkspace doesn't get generated if you build by invoking a custom build method from the command line. This is problematic for CI build systems. The same build method can be invoked via a menu item in the Unity Editor and the xcworkspace is correctly generated. This is occurring with Firebase 4.0.2.



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Stewart Miles

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Jul 20, 2017, 3:59:33 PM7/20/17
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Pod injection is performed by https://github.com/googlesamples/unity-jar-resolver/tree/master/source/IOSResolver .  Are you sure the Google.IOSResolver.dll plugin is enabled in your project?

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Chris Drain

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Jul 20, 2017, 4:48:21 PM7/20/17
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Yep, it resolves all the dependencies and works fine for local Android and iOS builds across multiple machines. It just fails to generate the workspace for builds from the command line on Mac for iOS.

Stewart Miles

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Jul 20, 2017, 5:00:26 PM7/20/17
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Have you tried switching the active build target via EditorUserBuildSettings.SwitchActiveBuildTarget in an editor script prior to initiating your build?


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Chris Drain

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Jul 20, 2017, 8:01:59 PM7/20/17
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I hadn't, but I just did and it works. _b
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