I have manually embedded the Google Sign In framework into an iOS app with the .bundle and .framework files.
After adding the Mac as deployment target with the most recent Xcode and macOS Catalina versions I get the following error message when trying to run the app on the Mac.
Building for Mac Catalyst, but the linked framework 'GoogleSignIn.framework' was built for iOS + iOS Simulator. You may need to restrict the platforms for which this framework should be linked in the target editor, or replace it with an XCFramework that supports both platforms.
Can I somehow fix this problem? Or do I have to wait for Google to release a new version of the framework that is compatible with both iOS and macOS?
If the framework is open source, you can open its Xcode project, enable Catalyst and recompile.
Related
Unity editor version: 2021.3.17f1 and 2021.3.15f1
Firebase Unity SDK version: 10.4.0
Source you installed the SDK: .unitypackage
Problematic Firebase Component: Auth
Other Firebase Components in use: Firestore
Additional SDKs you are using: -
Platform you are using the Unity editor on: Mac (for mac build) and Windows (for win build)
Platform you are targeting: Macos and Windows (iOS, Android, and/or desktop)
Scripting Runtime: Mono (Mono, and/or IL2CPP)
Pre-built SDK from the website or open-source from this repo: website
I built my Unity project with Firebase for both MacOS and Windows platforms. Both sides are working without any problems, but I want to sign my project on MacOS, so I need to add an app sandbox. After adding the app sandbox, my project crashes at the following line:
Image
source file of this crash is "google-services-desktop.json and google-services.json" if i remove this file by xcode it doesn't crash but firebase is not working.
Image
Image
Image
I moved the "google-services.json" and "google-services-desktop.json" files from within xcode to get them out of appsandbox. This saved my game from crashing but I couldn't access firebase.
i tried with latest xcode version
I didn't intend to upload it to the App Store, which made the app sandbox optional for me. I found that the application can be signed without the app sandbox by using the DeveloperID. I solved the problem by turning off the app sandbox.
I created a vanilla PCL project in xamarin forms. I tried to run on Android and it works fine.
But when I change de target to IOS and select my real device (Ipad with IOS 11.4.1), Visual studio only allows me to build solution, I wanna to run application on it but I can't.
The target IOS is 8.0, and I already authenticated with my apple account and created a provisioning profile.
I already done this on another project before and works fine.
I really don't know why Visual Studio don't allow me to debug, when I open my oldest project with this device it allows me to debug.
What OS are you running Visual Studio on? IOS requires MAC, whereas Android is compatible with all OS. It's been a while, but I know there's an option to wirelessly connect to a MAC OS so that you can run your IOS Xamarin Forms application anywhere.
I found the solution.
I was trying to use "Debug", and it works fine on the emulator, but to real device I need to use "Debug | Iphone" or otherwise it only builds.
Even when I try to use "Release" it's the same trick.
I use Windows and want to build a mobile app for both Android and IOS with Meteor and React. However, the Meteor website says, "Currently, Meteor on Windows does not support mobile builds."
I want to buy a cheap Mac that can do the compiling, so I found a Mac for about $100 from 2009 running OSX 10.10. I'm thinking I can install XCode 7.2.1 on OSX 10.10 and compile the apps.
I've never built an app, other than for the mobile app tutorials I've taken. Do you see any problems with this plan?
"Currently, Meteor on Windows does not support mobile builds."
Actually. It is possible to build android versions in Windows too, but your directory structure should contain no spaces and keep directory names as short as possible e.g. put your project to c:\projects\myapp ot something like that.
When targeting iPhone 6 as my simulator the incorrect splash screen is loaded which is forcing the WebView to upscale.
I can navigate into the cordova project on OSX in the remote-builds folder which allows me to discover that the iOS platform version cordova is using is 3.6.3, where the latest is 3.7 which has the fixes for iOS8 and splash screens for iPhone 6.
I need to be able to tell the remote agent to use the new platform to build, not the old one. Is that even possible? Do I need to wait for a new version of the remote agent / cordova tools for VS?
Steps to manually update the Cordova version in Visual Studio is documented here. Refer the section "To update vs-mda-remote on your Mac to a different version of Cordova". Please note that Visual Studio CPT3.0 support Cordova CLI 4.0.0, you can find more info on CPT3.0 here
My old installation of Xcode was working full, but i try to upgrade the Xcode to use iOS 6, so i downloaded the new version in Mac App Store, but my iOS Simulator stop working now, he said me that he could not find the SDK and that the sdk may need to be reinstalled.
I remove Xcode and reinstalled, but the problem still with my iOS simulator, and all the possible solutions that i found in the web don't work for me
Try going to the downloads section in settings.
It's in: Xcode>Preferences> click Downloads tab. The supported simulators are in there.