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[추가]

Unity의 VideoPlayer iOS는 H264/H265를 지원안한다고 한다.

VP8(.webm) 쓰자..

 

 

So the problem was, H264 and H265 Codecs are not supported for some reasons in IOS, You have to convert all your videos to VP8 Codec in unity, and it will render fine in ios devices. 

And Voila, it should work fine now.

 

 

[출처] https://stackoverflow.com/questions/65978459/unityengine-videoplayer-not-rendering-video-on-ios-devices

 

UnityEngine.Videoplayer not rendering video on IOS Devices

I am using unity's video player to render a video in the scene, I spawn the video in the scene dynamically, (Render Mode: Camera Far Plane) Let it play on awake And Assign its texture on to a raw

stackoverflow.com

 

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Unity2020.3.40f1

Xcode 14.1

 

Xcode 14로 업데이트 후, iOS 빌드 하면 제목과 같은 에러가 발생한다.

 

- 관련 에러 위치 찾아가서 Team Id를 선택하면 잘되긴 하는데, 빌드때마다 수동으로 하기는 애매해서 찾아보니 PodFile에 아래 내용을 추가하면 된다고 한다.

post_install do |installer|
  installer.pods_project.targets.each do |target|
    if target.respond_to?(:product_type) and target.product_type == "com.apple.product-type.bundle"
      target.build_configurations.each do |config|
        config.build_settings['CODE_SIGN_IDENTITY'] = ""
        #prevent resource bundle from reading image nil
        config.build_settings.delete('PRODUCT_BUNDLE_IDENTIFIER')
      end
    end
  end
end

[출처] https://github.com/CocoaPods/CocoaPods/issues/11402 : JosephPoplar 댓글

 

Xcode 14 build failed with manual code sign and app resource bundles · Issue #11402 · CocoaPods/CocoaPods

I've read and understood the CONTRIBUTING guidelines and have done my best effort to follow. Report What did you do? Integrate a pod with resource bundle. Set app code sign style to Manual. Bui...

github.com

 

 

- iOS 빌드해서 PodFile 수작업을 계속할 수는 없는지라  Unity의 Xcode PostProcessBuild에서 자동으로 추가하도록 함.

(Define을 봐서는 Unity2019.3 이상에서만 가능한 것 같다)

#if UNITY_2019_3_OR_NEWER
        // FixPodFile 사용법 참조
        // https://github.com/googlesamples/unity-jar-resolver/issues/405 : Str4tos 댓글
        [PostProcessBuild(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
        private static void FixPodFile(BuildTarget buildTarget, string buildPath)
        {
            /// Stop processing if target is NOT iOS
            if (buildTarget != BuildTarget.iOS)
                return;

            using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
            {
                // [Error 대응] (Xcode 14): Signing for "GoogleSignIn-GoogleSignIn" requires a development team.
                // [해결방법 참조] https://github.com/CocoaPods/CocoaPods/issues/11402 : JosephPoplar 댓글
                sw.WriteLine("\npost_install do |installer|\n  installer.pods_project.targets.each do |target|\n    if target.respond_to?(:product_type) and target.product_type == \"com.apple.product-type.bundle\"\n      target.build_configurations.each do |config|\n        config.build_settings['CODE_SIGN_IDENTITY'] = \"\"\n        #prevent resource bundle from reading image nil\n        config.build_settings.delete('PRODUCT_BUNDLE_IDENTIFIER')\n      end\n    end\n  end\nend");

                /// ex
                //sw.WriteLine("\ntarget 'Unity-iPhone' do\nend");
            }
        }
#endif

[출처] https://github.com/googlesamples/unity-jar-resolver/issues/405 : Str4tos 댓글

 

iOS Unity 2019.4 and UnityFramework pod target error · Issue #405 · googlesamples/unity-jar-resolver

[REQUIRED] Please fill in the following fields: Unity editor version: 2019.4.11f1, 2020.1.7f1 External Dependency Manager version: v1.2.159 Source you installed EDM4U: Unity Package Manager Feature...

github.com

 

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PostProcessBuild에 아래처럼 FixPodFile()을 추가하고,

원하는 내용을 줄바꿈(\n) 포함해서 WriteLine에 string 형태로 추가한다.

 

#if UNITY_2019_3_OR_NEWER
  [PostProcessBuild( 45 )]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
  private static void FixPodFile( BuildTarget target, string buildPath )
  {
      using (StreamWriter sw = File.AppendText( buildPath + "/Podfile" ))
      {
          sw.WriteLine( "\ntarget 'Unity-iPhone' do\nend" );
      }
  }
#endif

 

[출처] https://github.com/googlesamples/unity-jar-resolver/issues/405

 

iOS Unity 2019.4 and UnityFramework pod target error · Issue #405 · googlesamples/unity-jar-resolver

[REQUIRED] Please fill in the following fields: Unity editor version: 2019.4.11f1, 2020.1.7f1 External Dependency Manager version: v1.2.159 Source you installed EDM4U: Unity Package Manager Feature...

github.com

 

[참조] https://github.com/AdColony/AdColony-Unity-Plugin/blob/master/Plugin/Assets/AdColony/Editor/ADCPostBuildProcessor.cs

 

GitHub - AdColony/AdColony-Unity-Plugin: AdColony SDK Open Source Unity Plugin

AdColony SDK Open Source Unity Plugin . Contribute to AdColony/AdColony-Unity-Plugin development by creating an account on GitHub.

github.com

 

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ITMS-90427을 처리하기 위해 확인해보니

Unity-iPhone의 Always Embed Swift Standard Libraries를 YES로 하고,

UnityFramework의 Always Embed Swift Standard Libraries를 NO로 하라고 한다.

 

빌드때마다 수동으로 하기는 그래서 Xcode PostProcessBuild로 처리하기로 함.

 

using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
 
namespace Editor
{
    public static class XcodeSwiftVersionPostProcess
    {
        [PostProcessBuild(999)]
        public static void OnPostProcessBuild(BuildTarget buildTarget, string path)
        {
            if (buildTarget == BuildTarget.iOS)
            {
                ModifyFrameworks(path);
            }
        }
 
        private static void ModifyFrameworks(string path)
        {
            string projPath = PBXProject.GetPBXProjectPath(path);
           
            var project = new PBXProject();
            project.ReadFromFile(projPath);
 
            string mainTargetGuid = project.GetUnityMainTargetGuid();
           
            foreach (var targetGuid in new[] { mainTargetGuid, project.GetUnityFrameworkTargetGuid() })
            {
                project.SetBuildProperty(targetGuid, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "NO");
            }
           
            project.SetBuildProperty(mainTargetGuid, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES");
 
            project.WriteToFile(projPath);
        }
    }
}

 

 

[출처] https://forum.unity.com/threads/2019-3-validation-on-upload-to-store-gives-unityframework-framework-contains-disallowed-file.751112/  - unity_Iu70XvRN7XIS4g의 댓글

 

2019.3 - validation on upload to store gives "UnityFramework.framework contains disallowed file"

App runs on phone normally. When trying to validate the app before uploading it to the store, this comes out: Invalid Bundle. The bundle at...

forum.unity.com

 

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found a solution here https://forum.unity.com/threads/2019-3-validation-on-upload-to-store-gives-unityframework-framework-contains-disallowed-file.751112/ specifically from reply #38 from a user called Melnikovv

 

[In XCode]
Set yes on Always Embed Swift Standard Libraries in target Unity-iPhone in Build Settings.
Set no on Always Embed Swift Standard Libraries in target UnityFramework in Build Settings.

 

This worked for me.

I also had another issue with Unity In App Purchasing that required me to downgrade to version 3.1.0. I think that is an unrelated issue but I'm putting it here just in case.
Hope this helps someone

 

 

[출처] https://github.com/googleads/googleads-mobile-unity/issues/2126

 

Admob 7.1.0 - iOS - ITMS-90427: Invalid Swift Support - The expected dylibs are missing · Issue #2126 · googleads/googleads-mo

Environment: Unity version: 2020.3.36f1 Google Mobile Ads Unity plugin version: 7.1.0 Platform: iOS Platform OS version: 15+ Mediation ad networks used, and their versions: -> AdColony 2.6.0 -&g...

github.com

 


 

りん より:

と、思ったのですが、アップロードの過程でリジェクトされていました。

”ITMS-90427: Invalid Swift Support – The expected dylibs are missing from the app’s Framework location, such as /Payload/●●●.app/Frameworks.”とメールが来てました。

どこか設定がわるかったのかもしれません。

結局、Always Embed Swift Standard Librariesの項目を、Unity-iPhone、Unity-iPhoneTest、UnityFrameworkの全てで、”No”にしたところ、全てアップロードまでスムーズに通りました。

[출처] https://nobushiueshi.com/unity%E3%80%8Cerror-itms-90206%E3%80%8D%E3%81%8C%E5%87%BA%E3%81%A6appstore%E3%81%B8%E3%83%90%E3%82%A4%E3%83%8A%E3%83%AA%E3%81%8C%E3%82%A2%E3%83%83%E3%83%97%E3%83%AD%E3%83%BC%E3%83%89%E3%81%A7/

 

[Unity]「ERROR ITMS-90206」が出てAppStoreへバイナリがアップロードできなくなったお話

はじめに先日UnityでビルドしたiOSのアプリをバージョンアップの為にAppStoreへ新しいバイナリをアップロードしたらエラーが出たので、その時の状況と対応方法を紹介しようと思います。環境

nobushiueshi.com

 

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[추가]

이 이슈는 ITMS-90427: Invalid Swift Support 연장선인 것 같다.

그래서 ITMS-90427을 처리하면 ITMS-90206은 처리 안해도 되는걸로 보인다.

 

처리 방법은 위 링크에도 있지만 아래와 같다.

 

[In XCode]
Set yes on Always Embed Swift Standard Libraries in target Unity-iPhone in Build Settings.
Set no on Always Embed Swift Standard Libraries in target UnityFramework in Build Settings.

 

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

 

ERROR ITMS-90206: "Invalid Bundle. The bundle at 'OOO.app/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'."


유니티 프레임워크 에러다!


Xcode 아카이브 이후 Upload시 나타나는 문제..
해결 방법은 간단하다.


1. 아카이브한 버전 우클릭
2. Show in Finder
3. 뭐 하나 있는데 그거 우클릭!
4. 패키지 내용 보기
4. Products 폴더 이동
5. Applications 폴더 이동
6. 앱 이름으로 된거 우클릭
7. 패키지 내용 보기
8. Frameworks 폴더 이동
9. UnityFramework.framework 폴더 이동
10. Frameworks 폴더 자체 삭제!!


이후 Upload시 해당 에러가 나타나지 않는다!!
<끝>

 

 

[출처] https://velog.io/@ymsection/Xcode-UnityFramework-Error

 

Xcode - UnityFramework Error:)

ERROR ITMS-90206: "Invalid Bundle. The bundle at 'OOO.app/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'."유니티 프레임워크 에러다!Xc

velog.io

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[링크] https://under-wave.tistory.com/9

 

[iOS 앱스토어 리젝] 애플 로그인 텍스트 | 애플 로그인 디자인 가이드

📌 리젝 사유 앱스토어에 앱을 출시하고 업데이트를 했는데 생각지 못한 부분에서 리젝을 당했다. 기존에 애플 로그인 버튼의 텍스트를 'Apple 계정으로 시작하기'라고 했기 때문이었다. HIG에서

under-wave.tistory.com

 

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[pod install 에러 메시지]

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

Installing FBAudienceNetwork (6.11.1)

 

[!] Error installing FBAudienceNetwork

[!] /usr/bin/curl -f -L -o /var/folders/bg/4k1wpsf546l2kb3wyyl3lx1w0000gq/T/d20221108-10215-81o062/file.zip https://developers.facebook.com/resources/FBAudienceNetwork-6.11.1.zip --create-dirs --netrc-optional --retry 2 -A 'CocoaPods/1.11.3 cocoapods-downloader/1.4.0'

 

  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current

                                 Dload  Upload   Total   Spent    Left  Speed

100 1093k    0 1093k    0     0  17517      0 --:--:--  0:01:03 --:--:-- 23345

curl: (92) HTTP/2 stream 0 was not closed cleanly: INTERNAL_ERROR (err 2)

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

 

오랜만에 pod 초기화하고 pod install을 다시하게 됐는데 위와 같은 에러메시지가 뜨면서 install이 제대로 되지 않는다.

 

검색을 해보니 아래 링크와 같은 내용이 있다.

버전이 내꺼랑 다르지만 결국 같은 이슈인 것 같다.

[링크] https://github.com/facebook/facebook-ios-sdk/issues/1384

 

FBAudienceNetwork 5.6.0 pod install returning 500 Internal Server Error during build · Issue #1384 · facebook/facebook-ios-sdk

Checklist I've updated to the latest released version of the SDK I've searched for existing GitHub issues I've looked for existing answers on Stack Overflow, the Facebook Developer Comm...

github.com

 

[해결방법]

결론적으로 cdn 캐싱쪽이 문제인지 제대로 받지 못하기 때문에

VPN으로 권역을 바꿔서(난 U.S.A로 함) pod install 하니 제대로 다운을 받았다.

 

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[요약] Accelerate.framework 추가하자

 

[링크] https://minmong.tistory.com/242

 

페이스북 sdk 빌드 에러 iOS Facebook SDK Static Framework build error

지난 번에 Facebook 심사를 위한 앱검수 얘기를 했었는데요. 페이스북 권한을 사용하는 컨텐츠를 동영상으로 촬영해야 된다고 말씀드렸습니다. 그리고 iOS의 경우는 시뮬레이터 빌드를 준비해야

minmong.tistory.com

 

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[링크] https://devureak.tistory.com/9

 

iOS 간단 UDID 확인 방법

iOS 테스트폰으로 등록하기위해서 UDID 정보가 필요하다 1. Mac 컴퓨터및 노트북이 있다면 아이폰과 케이블 연결하여 Finder 아이폰 정보를 확인하면 아래와같이 확인할수있다 2. 아이폰만 가지고있

devureak.tistory.com

 

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