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Unity 2018.4.36f1

Xcode 13.4.1

 

[Error Message]

[Attribution] updatePostbackConversionValue returned error: 작업을 완료할 수 없습니다.(SKANErrorDomain 오류 10.).

 

 

iOS 빌드하고 실행에 별다른 문제는 없지만 위와 같은 에러가 떠서 뭔가하고 찾아봤는데,

Apple 측 답변으로는 에러메시지는 뜨지만 정상 동작하고 있다는 것 같다.

무시..

 

[참조]

Got an answer from Apple:

There has been an issue identified starting iOS 15.3, where the view through APIs may return an "unknown error", in cases when no error has actually occurred. In 15.3 that error is ASDErrorDomain:500. In 15.4 that error is now defined in the public SDK as SKANErrorDomain:SKANErrorUnknown (value 10). However, in those cases no functional error has actually occurred. The impression was recorded by the system.

We recommend that you ignore all errors of type ASDErrorDomain:500 / SKANErrorDomain:SKANErrorUnknown (value 10), as they are not real errors. The impression is recorded on the device regardless of those errors.

 

[출처] https://developer.apple.com/forums/thread/699442

 

SKAdImpression unknown 500 error | Apple Developer Forums

In iOS 15.3 method SKAdNetwork.startImpression() returns an error in completionHandler: MyTestApp(StoreKit)[560] : SKAdNetwork: Error in remote proxy while starting view-through impression: Error Domain=ASDErrorDomain Code=500 "SKAdNetwork: Unknown error"

developer.apple.com

 

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[링크] https://hwangtaehyun.github.io/blog/react-native/ios-cycle-dependency-error/

 

Cycle in dependencies between targets ...

# ❎ 에러 발생 react-native project에서 ios프로젝트를 빌드 하다가 다음과 같은 에러를 만나게 되었다. > Cycle in dependencies between targets ... 왜 갑자기..? (나중에 생각해보니, 나도 모르게 뭔가 안되는

hwangtaehyun.github.io

 

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Unity 2020.3.27f1

GoogleMobileAds-v6.1.2

GoogleMobileAds-FacebookUnityAdapter-3.6.0

 

[에러메시지]

Undefined Symbols for architecture arm64: "_OBJC_CLASS_$_GAD...

 

[해결방법]

Unity Editor-Menu-External Dependency Manager-iOS Resolver-Settings : Link frameworks statically 체크

 

[참조] https://newreleases.io/project/github/googleads/googleads-mobile-unity/release/v6.0.0

  - [GooglemobileAds  6.0.0] You need to enable "Link frameworks statically" in Unity Editor -> Assets -> External Dependency Manager -> iOS Resolver -> Settings, or else the GMA plugin does not work.

 

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

[펌]

Unity【iOS】「Undefined symbols for architecture arm64: _OBJC_CLASS_$_GADMediaView」エラーの対処法に関するメモ

 

Unityで開発したアプリをiOSでビルドした際に出たエラーの対処法がわかりづらかったのでメモ。

Xcodeでビルドした際に以下のエラーが出ました。

ld: warning: Could not find or use auto-linked framework 'AVFAudio'

Undefined symbols for architecture arm64:

  "_OBJC_CLASS_$_GADMediaView", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADRequest", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADNativeAdImageAdLoaderOptions", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADNativeAdViewAdOptions", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADBannerView", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADInterstitialAd", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADNativeAdView", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdSizeMediumRectangle", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADMobileAds", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdSizeLeaderboard", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADAdLoader", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_GADCurrentOrientationAnchoredAdaptiveBannerAdSizeWithWidth", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

      +[ALGoogleMediationAdapter currentOrientationAchoredAdaptiveBannerSizeWithWidth:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADQueryInfo", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADExtras", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdSizeBanner", referenced from:

      -[ALGoogleMediationAdapter adSizeFromAdFormat:withServerParameters:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_OBJC_CLASS_$_GADRewardedAd", referenced from:

      objc-class-ref in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

  "_kGADAdLoaderAdTypeNative", referenced from:

      -[ALGoogleMediationAdapter loadAdViewAdForParameters:adFormat:andNotify:] in AppLovinMediationGoogleAdapter(ALGoogleMediationAdapter.o)

ld: symbol(s) not found for architecture arm64

clang: error: linker command failed with exit code 1 (use -v to see invocation)

 

このエラーの厄介なところは、具体的にどんな対処をすればいいのかわからない点です。この部分でエラーが出ているよってことがわかればなおせますが、複数の要因により出ていると思われるエラーは修正することで泥沼にいっちゃうこともあるので慎重に対処するのが大事かなと思います。

 

 「Undefined symbols for architecture arm64: _OBJC_CLASS_$_GADMediaView」エラーに関する対処法

僕の環境では以下の方法で解決できました。(具体的なエラー原因がまだわかっていないので、上記のエラーが出た場合の対処法の一つ程度だと思ってもらえれば幸いです)

 

1.Unityで iOS ResolverのSettingsを開く

 

2.Link frameworks staticallyにチェックを入れる

3.iOSプロジェクトを出力して再ビルド

上記の方法でエラーが解消されました。

最近結構出るエラーなので、また発生したら今回のメモを参考にしたいと思います。

 

 

 

 

 お知らせ

謎解き推理ゲーム「イラスト探偵」を最近リリースしました!

もしよろしければダウンロードお願い致します!

 

[출처] https://develop.hateblo.jp/entry/unity-ios-error-build-arm64

 

Unity【iOS】「Undefined symbols for architecture arm64: _OBJC_CLASS_$_GADMediaView」エラーの対処法に関するメ

Unityで開発したアプリをiOSでビルドした際に出たエラーの対処法がわかりづらかったのでメモ。Xcodeでビルドした際に以下のエラーが出ました。ld: warning: Could not find or use auto-linked framework 'AVFAu

develop.hateblo.jp

 

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[링크] https://ms-dev.tistory.com/104

 

[flutter] GoogleAppMeasurement requires CocoaPods version >= 1.10.2, which is not satisfied by your current version, 1.10.1. Err

해당 프로젝트의 ios의 pod를 업데이트 해주면 해결된다. [해결방법] 터미널을 열고 아래 명령을 순서대로 입력한다. 1) 해당 프로젝트의 ios 경로로 이동 #> cd [프로젝트 경로]/ios 2) pod 업데이트 실

ms-dev.tistory.com

 

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[추가]

[Fixed] iOS: Fixed game objects' colors in light mode. (1379817)

2020.3.27f1 버전에서 해당 이슈가 수정되었다.

 

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

Unity 2020.3.21f1에서 Unity 2020.3.22f1으로 업데이트 하고나니 Android는 문제없는데, iOS에서 기존에 발생하지 않던 쉐이더 문제가 생겼다.

 

[증상] 기존에 검은 느낌이던 텍스쳐가 약간 회색빛이 나옴

아래 이미지에서 A이던 느낌이 B느낌이 남

그래서 Unity 2020.3.21f1으로 내리니 다시 정상동작 하는걸 확인했다.

링크 내용을 보니 iOS Dark Mode 관련 버그라고 한다.

 

현재 임시로 해결하는 방법은 iOS Info.plist에서 강제로 Dark Mode로 셋팅 하는 방법이 있다고 한다.

 

버그가 수정될 때까지 Dark Mode로 셋팅하거나, Unity 2020.3.21f1 이하 버전을 사용해야 될 것 같다.

 

 

 

[Unity 소스상에서 Info.plist 수정]

var projectPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
var plistPath = System.IO.Path.Combine(pathToBuiltProject, "Info.plist");
var plist = new PlistDocument();
plist.ReadFromFile(plistPath);

// [iOS15+Unity2020.3.22f1 이슈] Force Dark Mode(Automatic/Light/Dark) - Appearance
plist.root.SetString("UIUserInterfaceStyle", "Dark");

 

 

 

[Info.plist 수정 참조 링크] https://stackoverflow.com/questions/56537855/is-it-possible-to-opt-out-of-dark-mode-on-ios-13/64015200

 

Is it possible to opt-out of dark mode on iOS 13?

A large part of my app consists of web views to provide functionality not yet available through native implementations. The web team has no plans to implement a dark theme for the website. As such,...

stackoverflow.com

 

 

 

[출처] https://stackoverflow.com/questions/70239569/unity-shader-glitches-according-to-the-dark-mode-on-ios-15

 

Unity shader glitches according to the Dark Mode on iOS 15

I'm using a shader (code below) which allows me to turn an image color into a grayscale (with transparency if needed). Everything was perfect until I updated my device to iOS 15. Since that update,...

stackoverflow.com

 

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[링크] https://violentjy.tistory.com/95

 

[iOS Archive] conflicting provisioning settings 어쩌구

아!!!!!!!!!!!!! 넘 화난당!!!!!!!!!!!!!!!!!!! TestFlight 연동을 해야하는데, App store 에 build 올리는 거에 대해 정리된 문서를 보다가 영어 문장을 너무 대충 읽어서 "니 앱이 적절한 Bundle ID를 가지고..

violentjy.tistory.com

 

[링크] https://phillip5094.github.io/ios/unity/Unity-iPhone-has-conflicting-provisioning-settings-%ED%95%B4%EA%B2%B0/

 

Unity-iPhone has conflicting provisioning settings 해결방법

2020.05.30

phillip5094.github.io

 

 

 

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[링크] https://dev.classmethod.jp/articles/xcode-no-signing-certificate-ios-development-found-error/

 

[Xcode] アプリをArchiveしようとして「No signing certificate “iOS Development” found」エラーになった場合

App Storeに申請するためにアプリをArchiveしようとしたら 「No signing certificate "iOS Development" found」 という署名証明書のエラーが出てしまいました。 本記事ではこのエラーが起きた場合の解決方

dev.classmethod.jp

 

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[My Case]

Unity에서 연출 씬을 제작하기 위해서 SLATE Cinematic Sequencer를 썼는데,

제작하고 영상으로 Export 하기 위해서 SLATE Extension 중에 Rendering이 있어서 추가하고나니 제목과 같은 에러가 났다.

아래 링크에서 유추해보니 fccore.bundle이 빌드에 딸려들어가서 iOS Archive에서 에러가 나는 걸로 보인다.

 

fccore.bundle의 설정을 보니 아래와 같이 Any platform으로 설정 돼 있다.

fccore.bundle 기본 상태

 

그래서 fccore.dll 파일의 설정을 보니 아래와 같이 Editor로 돼있고,

Platform settings는 CPU : x86_64, OS : Any OS로 돼있다.

fccore.dll 기본 상태

 

[결론]

렌더링용 Extention이라서 빌드에 포함 될 이유는 없기 때문에 Editor에서만 사용되도록,

fccore.bundle 설정을 Editor / CPU : x86_64 / OS : Any OS 로 변경하니 빌드가 잘 된다.

 

 

 

[링크] https://m.blog.naver.com/eastfever5/222022901324

 

Uniy iOS 빌드 아카이빙 오류 - fccore.bundle

'인생낱말찾기'의 iOS 배포를 준비중에 위와 같은 오류를 만났습니다. 결론적으로 위 문제는 ...

blog.naver.com

[참조] https://forum.unity.com/threads/ios-build-failing-fccore-bundle-has-conflicting-provisioning-settings-xcode-9-2-automatic-signi.520730/

 

IOS Build failing 'fccore.bundle has conflicting provisioning settings.' Xcode 9.2 Automatic Signi

Hi, I am using Unity 2017.3.1 and have recently updated xcode to 9.2. I am trying to automatically sign and I am getting the following errors....

forum.unity.com

 

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[증상]

Unity2019에서 Unity Audience Network(FAN) 6.2.1 추가된 상태로 iOS 빌드하니,

Runtime 중에 'FBAdSettings is a final class and cannot be subclassed.'와 같은 에러를 내면서 크래시가 남.

 

[해결]

인터넷 검색해보니 iOS Framework에는 Static과 Dynamic 두가지가 있는데, FAN의 Adapter는 Dynamic을 사용하고 있어서 일어나는 크래시 같다.

'Assets-External Dependency Manager-iOS Resolver-Settings-Link frameworks statically'에 체크(v) 해서,

framework을 static으로 바꾸자.

 

 

[출처] zenn.dev/sukedon/scraps/ff1efb96738309

 

[Unity,MAX]FBAudienceNetworkでクラッシュ

Unity製アプリにMAXというApplovinのメディエーションツールを使ってFacebookAudienceNetworkを導入していた。 最新のバージョンにアップデートしたら起動時にクラッシュするようになった。

zenn.dev

 

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​With Apple’s incoming changes to the requirements for use of IDFA and needing to request users permission via App Tracking Transparency popup which is incoming at some point in early 2021. Apps need to start to prepare to the incoming changes.

​So how do you add a IDFA App Tracking Transparency popup from a Unity app?

At the moment there is no build in Unity method that will trigger the notification, There is however a preview package!

​As a note App Tracking Transparency is only required on IOS 14 devices, Altough this won’t causing issues on any lower OS version it won’t trigger the popup. If you don’t have access to a IOS 14 device you can test this with the XCode Emulators.​

1. Download Unity IOS Support Package

​Download the com.unity.ads.ios.support library from Github. This is current in preview and won’t be found directly from the package manager.

Unzip this into a folder outside your Asset Folder.

​Note it is best to make sure these files are checking into source control we will be using a relative path from Unity package manager.​

2. Add to Package Manager

​Now in you’re unity project go Windows->Package Manger.

​​

Then press the plus button and add from disk and navigate to the package.json file within the com.unity.ads.ios.support that we just unzipped.

​​

Unity will then import the package, Because we have imported the file from within the base Unity Project file the file has been direct to a relative path, if you however place this file outside this folder you will need to edit the Packages/manifest.json file to make it relative.

​​

​​

3. Triggering App Tracking Transparency Request

​As most SDK recommend We will need to trigger this before we initialize any SDK’s that we wish to pass the IDFA into. We also can only trigger this one pre install with users being able to edit there preference within the IOS Settings menu.​​Here we are using a really simple system where we trigger the notification when a user press a button.

Breaking down

​We first state we are using the IosSupport Library. We also inclosing this with a UNITY_IOS pre-compile which means we will only compile this code if we are running on IOS

#if UNITY_IOS using Unity.Advertisement.IosSupport; #endif

Next the actual triggering, again inclosing this with the UNITY_IOS pre-compile. We first check call ATTrackingStatusBinding.GetAuthorizationTrackingStatus() which will tell if the user has already set there preference, then ATTrackingStatusBinding.RequestAuthorizationTracking() Which will trigger the popup.

#if UNITY_IOS if(ATTrackingStatusBinding.GetAuthorizationTrackingStatus() == ATTrackingStatusBinding.AuthorizationTrackingStatus.NOT_DETERMINED) { ATTrackingStatusBinding.RequestAuthorizationTracking(); } #endif

4. Post build steps

​Like any other permission request Apple requires a description on why you are requesting these permission. For this we need to add the NSUserTrackingUsageDescription key to our PList. Instead of having to do this each time we create a build we are going to create a post build step that automatically adds it to the XCode Project

​You can see more about Unity post build steps here

using UnityEditor;
using UnityEditor.Callbacks;
#if UNITY_IOS
using UnityEditor.iOS.Xcode;
#endif
using System.IO;
 
public class PostBuildStep
{
/// <summary>
/// Description for IDFA request notification
/// [sets NSUserTrackingUsageDescription]
/// </summary>
const string TrackingDescription =
"This identifier will be used to deliver personalized ads to you. ";
 
[PostProcessBuild(0)]
public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToXcode)
{
if (buildTarget == BuildTarget.iOS)
{
AddPListValues(pathToXcode);
}
}
 
static void AddPListValues(string pathToXcode)
{
// Get Plist from Xcode project
string plistPath = pathToXcode + "/Info.plist";
 
// Read in Plist
PlistDocument plistObj = new PlistDocument();
plistObj.ReadFromString(File.ReadAllText(plistPath));
 
// set values from the root obj
PlistElementDict plistRoot = plistObj.root;
 
// Set value in plist
plistRoot.SetString("NSUserTrackingUsageDescription", TrackingDescription);
 
// save
File.WriteAllText(plistPath, plistObj.WriteToString());
}
 
}

view rawPostBuild.cs hosted with ❤ by GitHub

​Here we just read in the PlistFile from the Xcode project we just created, then add in a new string values​plistRoot.SetString(“NSUserTrackingUsageDescription”, TrackingDescription);​Which sets the our popup text.​​

4. Testing it out

​Build the App to Xcode as normal and open it up in Xcode. If you open up the Info.Plist you will see the description we just added in from the post build step

​​​​

Now we can just build and play on our device. Then just press the button and you should see the IDFA Popup!

​​​​​

​​​​

​You will notice that if you press the button again it won’t re-trigger this is by the apple requirements so we will need to uninstall and pre-install to test it again.​

​This is the basic implementation ahead of the requirement of App Tracking Transparency for IOS, for a production version it may be best to pre-warn users about the popup, explaining why you are wanting to use the IDFA. This will likely improve the number of user who opt-in​

If any problems feel free to drop me a line on Twitter @Gamereat.

 

 

[출처] alanyeats.com/post/unityapptrackingtransparencypopup/

 

App Tracking Transparency in Unity (IDFA Popup) | Alan Yeats | Pocket Sized Hands Co-Founder | VR / AR Developer

​ With Apple’s incoming changes to the requirements for use of IDFA and needing to request users permission via App Tracking Transparency popup which is incoming at some point in early 2021. Apps need to start to prepare to the incoming changes. ​ So

alanyeats.com

 

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