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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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[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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ld: '/Users/tomykim/Documents/FacebookSDK/FacebookSDKs-iOS-4.28.0/FBSDKLoginKit.framework/FBSDKLoginKit(FBSDKLoginButton.o)' does not contain bitcode. You must rebuild it with bitcode enabled (Xcode setting ENABLE_BITCODE), obtain an updated library from the vendor, or disable bitcode for this target. for architecture arm64

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

 

위와같은 오류메세지가 뜬다면

 

Build Settings 에서 Enable Bitcode를 "No"로 바꿔주세요.



출처: https://tom7930.tistory.com/50 [Dr.kim의 나를 위한 블로그]

 

IOS SWIFT bitcode 오류 해결 (does not contain bitcode)

ld: '/Users/tomykim/Documents/FacebookSDK/FacebookSDKs-iOS-4.28.0/FBSDKLoginKit.framework/FBSDKLoginKit(FBSDKLoginButton.o)' does not contain bitcode. You must rebuild it with bitcode enabled (Xcode..

tom7930.tistory.com

 

 

[참조] gigas-blog.tistory.com/236

 

[Xcode] ENABLE_BITCODE

# Xcode11 Version 11.6 (11E708) 을 사용하고 있습니다. 은행권 보안 솔루션을 적용중에 아래와 같은 오류가 발생하였습니다. ld: '/Users/gigas/Documents/...)' does not contain bitcode. You must rebuild it..

gigas-blog.tistory.com

 

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Xcode의 계정 변경 등의 상황에서 Provisioning Profiles을 삭제하여 깔끔하게 정리해야 할 경우가 아주 가끔 있습니다.

다음 경로에서 Provisioning Profiles을 삭제할 수 있습니다.

 

[위치]

~/Library/MobileDevice/Provisioning Profiles

 

 

 

[출처] minsone.github.io/mac/ios/delete-provisioning-profiles

 

[Xcode]Provisioning Profiles 삭제하기

Xcode의 계정 변경 등의 상황에서 Provisioning Profiles을 삭제하여 깔끔하게 정리해야 할 경우가 아주 가끔 있습니다. 다음 경로에서 Provisioning Profiles을 삭제할 수 있습니다. ~/Library/MobileDevice/Provisionin

minsone.github.io

 

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[정리]

1. 아이폰 완전 종료 후, 재실행

1.1. Unpair Device 권장(Xcode - Window > Devices and Simulators > 해당 디바이스에서 우클릭 > Unpari Device)

2. 아이폰 케이블 연결해서 '신뢰' 체크

3. Xcode 다시 켜서 Devices and Simulators에 들어가서 에러 없는지 확인

4. 없으면 OK

 


Follow this: https://developer.apple.com/forums/thread/650077

Also make sure to shut down your iPhone, start it back up. 
Then I would also suggest unpairing the device from Xcode (Window > Devices Simulator....). 
And then Clean build folder, and quit and restart xcode again!

 

 

[출처] www.reddit.com/r/swift/comments/jtbcqa/iphone_not_available_please_reconnect_the_device/

 

iPhone Not Available. Please reconnect the device / Xcode 12.2 iOS 14.2

When I try to run my Xcode with my iPhone X I get this: iPhone Not Available. Please reconnect the device I've looked through and tried the...

www.reddit.com

 

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Error: 

Finally solved the problem. Need to update CocoPods.sudo gem install cocoapods

 

sudo gem install cocoapods

 

 

[출처]

stackoverflow.com/questions/64623288/framework-not-found-usermessagingplatform-xcframework-in-react-native

 

framework not found UserMessagingPlatform.xcframework in react native

I update my react native project after I encountered an error in xcode there is no problem in android Error: My new package.json "@react-native-firebase/admob": "^7.6.10", "@

stackoverflow.com

 

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Unity Script에서 UIApplicationExitsOnSuspend Key 제거(with PostProcessBuild)

----

 

using UnityEditor;
using UnityEditor.Callbacks;
#if UNITY_IOS
using System.IO;
using UnityEditor.iOS.Xcode;
#endif
 
public class BuildProcessor
{
   [PostProcessBuild(1)]
   public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject)
   {
#if UNITY_IOS
      // Get plist
      string plistPath = pathToBuiltProject + "/Info.plist";
      PlistDocument plist = new PlistDocument();
      plist.ReadFromString(File.ReadAllText(plistPath));
 
      // Get root
      PlistElementDict rootDict = plist.root;
 
      // Set encryption usage boolean
      string encryptKey = "ITSAppUsesNonExemptEncryption";
        rootDict.SetBoolean(encryptKey, false);
 
      // remove exit on suspend if it exists.
      string exitsOnSuspendKey = "UIApplicationExitsOnSuspend";
      if(rootDict.values.ContainsKey(exitsOnSuspendKey))
      {
         rootDict.values.Remove(exitsOnSuspendKey);
      }
 
      // Write to file
      File.WriteAllText(plistPath, plist.WriteToString());
#endif
   }
}

 

[출처] https://forum.unity.com/threads/the-info-plist-contains-a-key-uiapplicationexitsonsuspend.689200/

 

The Info.plist contains a key 'UIApplicationExitsOnSuspend

I have this error after updated my inapp module. Using unity 2018.3.13f1 ITMS-90339: Deprecated Info.plist Key - The Info.plist contains a key...

forum.unity.com

 

 

[참조] https://blog.naver.com/yoohee2018/221566174487

 

[Unity] Deprecated Info.plist Key - The Info.plist contains a key 'UIApplicationExitsOnSuspend'

Unity 2019.1.4.1f​[19.06.19 기준 에러발생]유니티 iOS 빌드하여 Xcode에서 Archive 제출 시 다음과...

blog.naver.com

 

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[사용도구]

Unity 5.6.7

Xcode 10.2.1

 

최근 iOS빌드에서 XCode-Capabilities-Push Notifications를 수동으로 ON 시켜야 되는 문제가 귀찮아서 자동으로 하는 방법을 찾아보고 정리해둠.

(유니티 5.x에서 되는 방법을 찾느라 이래저래 삽질을..)

 

[순서]

1) https://bitbucket.org/Unity-Technologies/xcodeapi 소스 다운로드.

 

2) 다운로드 받은 소스를 유니티 해당 프로젝트의 Editor 폴더 아래 추가

   나의 경우는 ../Assets/Editor/XCodeApi 아래에 추가. 

   2-1) Xcode.Tests는 에러나서 제거 함.(2017 이후 버전 API를 사용하는 듯 함)

 

3) iOS PostProcessBuild 소스에 PBXCapabilityType.PushNotifications 추가(AddCapability)

using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.iOS.Xcode;
using UnityEditor.Callbacks;
using System.Collections;

public class XCodeSettingsPostProcesser
{

    [PostProcessBuild]
    public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject)
    {
        // Stop processing if targe is NOT iOS
        if (buildTarget != BuildTarget.iOS)
        {
            return;
        }

            /// Initialize PbxProject
            var projectPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
            PBXProject pbxProject = new PBXProject();
            pbxProject.ReadFromFile(projectPath);
            // Unity 2019 대응
#if UNITY_2019_3_OR_NEWER
            //string targetGuid = pbxProject.GetUnityFrameworkTargetGuid();
            string strMainTargetGuid = pbxProject.GetUnityMainTargetGuid();
            string strFrameworkTargetGuid = pbxProject.GetUnityFrameworkTargetGuid();
#else
            string targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");
#endif

        // Add push notifications as a capability on the target
        pbxProject.AddCapability(targetGuid, UnityEditor.iOS.Xcode.Custom.PBXCapabilityType.PushNotifications);

        // Apply settings
        File.WriteAllText(projectPath, pbxProject.WriteToString());
    }
}

    3-1) 주의사항

         기존 PBXProjectUnityEditor.iOS.Xcode.PBXProject인데, 추가 된 플러그인을 사용하기 위해 UnityEditor.iOS.Xcode.Custom.PBXProject로 변경필요.

         예1) UnityEditor.iOS.Xcode.PBXProject -> UnityEditor.iOS.Xcode.Custom.PBXProject

         예2) UnityEditor.iOS.Xcode.PBXCapabilityType -> UnityEditor.iOS.Xcode.Custom.PBXCapabilityType

 

4) entitlements 생성을 위해 아래 클래스를 Editor 폴더에 추가

    (entitlements 파일 내용을 스크립트 내부에 넣어서 생성해서 별도의 파일 추가를 안해도 돼서 편한 듯)

using UnityEditor;
 using UnityEditor.Callbacks;
 using UnityEngine;
 using System.IO;
 using UnityEditor.iOS.Xcode;
 
 public class EntitlementsPostProcess
 {
     private const string entitlements = @"
     <?xml version=""1.0"" encoding=""UTF-8\""?>
     <!DOCTYPE plist PUBLIC ""-//Apple//DTD PLIST 1.0//EN"" ""http://www.apple.com/DTDs/PropertyList-1.0.dtd"">
     <plist version=""1.0"">
         <dict>
             <key>aps-environment</key>
             <string>development</string>
         </dict>
     </plist>";
     
     [PostProcessBuild]
     public static void OnPostProcess(BuildTarget buildTarget, string buildPath)
     {
         if (buildTarget != BuildTarget.iOS) return;
 
         var file_name = "unity.entitlements";
         var proj_path = PBXProject.GetPBXProjectPath(buildPath);
         var proj = new PBXProject();
         proj.ReadFromFile(proj_path);
 
         // target_name = "Unity-iPhone"
         var target_name = PBXProject.GetUnityTargetName();
         var target_guid = proj.TargetGuidByName(target_name);        
         var dst = buildPath + "/" + target_name + "/" + file_name;
         try
         {
             File.WriteAllText(dst, entitlements);
             proj.AddFile(target_name + "/" + file_name, file_name);
             proj.AddBuildProperty(target_guid, "CODE_SIGN_ENTITLEMENTS", target_name + "/" + file_name);
             proj.WriteToFile(proj_path);
         }
         catch (IOException e)
         {
             Debug.LogWarning($"Could not copy entitlements. Probably already exists. ({e})");
         }
     }
 }

 

[1) 참조] https://bitbucket.org/Unity-Technologies/xcodeapi

 

Bitbucket

 

bitbucket.org

[3) 참조] https://qiita.com/fullcorder/items/b82c48022acd0b4ff957

 

Unity5のPostProcessBuildでXcode Capabilityの設定する方法 - Qiita

XcodeのCapabilityの各種設定を`PostProcessBuild`で行う方法です。 Pushの設定などを有効にするアレです。 # ざっくり流れ ### In-App Purchaseなどentitlementsフ...

qiita.com

[4) 참조] https://answers.unity.com/questions/1224123/enable-push-notification-in-xcode-project-by-defau.html

 

Enable Push Notification in XCode project by default? - Unity Answers

 

answers.unity.com

 

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