Comments (19)
Okay, that's because the info.plist is missing in the copy bundle resources of the stickers target. When that is added I get the following error:
Embedded binary's bundle identifier is not prefixed with the parent app's bundle identifier.
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I think you cannot have the stickers plist be also named info.plist. It needs a different name, renaming it fixed it.
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Okay, ignore all of above. It all comes down to this:
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The $(PRODUCT_BUNDLE_IDENTIFIER) does not resolve, which in turn makes the info.plist be 'invalid' according to xcode. I've modified the StickersExport.cs to just enter the full bundle id of the added target there.
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If you're generating for release, unity adds 2 build configs 'ReleaseForProfiling' and 'ReleaseForRunning'. Which means the bundle id is not set for those in the stickers target case.
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Could you make a PR with your changes please?
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Haven't quite fixed #2 yet, I'll make a pr when I get the chance.
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Hello,
Your plugin is really cool. I'm working on the automation build system and I really need it. But I have the same problem, and the project can not build.
Waiting for your fixing.
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@trongthien18 I'm running into unity cloud build issues now as well if that's what you mean. The cloud build team is looking into it, seems like a partial issue on their end (aside from the fixes I've done so far)
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ReleaseForRunning and ReleaseForProfiling is now set. Any other problems then you should open another issue. Thank you so much for reporting these
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thanks for fixing it, it seems like you're missing something for those targets. Have you tested it?
I'm getting the following error now:
ReleaseForRunning-iphoneos/Unity-iPhone-Stickers.appex: No such file or directory
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Yeah it works here :S
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Let me look into it further, maybe related to firebase generating a workspace. Not sure. I'll report back.
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if I check 'Copy only when installing' under the main target -> build phases -> embed app extensions. it works. Not sure if that's checked with your project? Wasn't with mine.
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which unfortunately only works for building to your device, not for archiving production builds :(
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Adding the stickers target as a target dependency of the main project seems to fix the issue. Not sure your plugin does that and another plugin removed it perhaps?
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Hi We have the same problem here, the sticker pack is not added as a target dependency of the main target. What is the code that is should take care of it?
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@M0rph3v5 hi, I got the same error, may I ask how to "Adding the stickers target as a target dependency of the main project"?
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@M0rph3v5 Thanks! It works. But every time I build from unity, this target dependency gone. I need to manually add it again. Is it the problem from the plugin?
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Related Issues (20)
- Sticker Pack Size HOT 3
- Do you have .unitypackage file? HOT 3
- Unable to build to xcode HOT 2
- Stickers constructed at runtime HOT 1
- Headless mode doesn't work for auto-scaled app icons HOT 1
- Can't build on Xcode, no such file or directory error HOT 16
- Getting Invalid iMessage App from iTunes Connect HOT 5
- [Feature Request] Using in-game-generated GIF/APNG? HOT 1
- Xcode 9.2 complaining about conflicting code signing settings when automatic signing is selected HOT 6
- Resources Folder Dependency HOT 3
- Invalid iMessage App, as in #23 HOT 2
- Xcode Target Dependencies HOT 4
- PBXProject.cs - RecursivelyCopy does not work on Windows HOT 1
- Build fails on Mac HOT 1
- Unity 2018 tests? HOT 1
- Stickers are not sorted HOT 6
- Failed to export icons when building iOS, if iPhones Settings @2x, @3x, iPads Settings @2x are not set
- PBXSourceTree type compilation errors when iOS Build Support module is not installed
- Sorting order of sticker sequence is not matching StickerPack.asset
- Issue when changed to automatically sign
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