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Building iOS version with Vuforia

Discussion in 'Unity Build Automation' started by EGMarchitecten, Oct 12, 2017.

  1. EGMarchitecten

    EGMarchitecten

    Joined:
    Oct 13, 2015
    Posts:
    2
    I'm developing a mobile app for Android that eventually needs top run on iOS. We are nog testing the features on both Android and iOS. When we use Unity Cloud build we run into a problem.

    We're currently running Unity 2017.2.0f2 and are building for the Android platform. When we build this on the cloud build platform this works like a charm, but when we add a target for iOS we get an error that the Vuforia namespace is missing.
    Is it not yet possible to build 2017.2 projects with the new Vuforia integration?

    Part of the error is shown here below. Hopefully you guys can give me an answer.

    Code (CSharp):
    1. 1: [Unity] Initialize engine version: 2017.2.0f2 (472de62575d5)
    2. 2: [Unity] Refresh: detecting if any assets need to be imported or removed ... A meta data file (.meta) exists but its asset 'Assets/Audio' can't be found. When moving or deleting files outside of Unity, please ensure that the corresponding .meta file is moved or deleted along with it.
    3. 3: [Unity] A meta data file (.meta) exists but its asset 'Assets/Video' can't be found. When moving or deleting files outside of Unity, please ensure that the corresponding .meta file is moved or deleted along with it.
    4. 4: [usbmuxd] Error:
    5. 5: [Unity] Initialize engine version: 2017.2.0f2 (472de62575d5)
    6. 6: [Unity] System.SystemException: Error running gmcs: Cannot find the specified file
    7. 7: [Unity] System.SystemException: Error running gmcs: Cannot find the specified file
    8. 8: [Unity] -----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp.dll
    9. 9: [Unity] Compilation failed: 14 error(s), 0 warnings
    10. 10: [Unity] Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs(10,7): error CS0246: The type or namespace name `Vuforia' could not be found. Are you missing an assembly reference?
    11. 11: [Unity] Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs(11,7): error CS0246: The type or namespace name `Vuforia' could not be found. Are you missing an assembly reference?
    12. 12: [Unity] Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs(10,7): error CS0246: The type or namespace name `Vuforia' could not be found. Are you missing an assembly reference?
    13. 13: [Unity] Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs(16,60): error CS0246: The type or namespace name `ITrackableEventHandler' could not be found. Are you missing an assembly reference?
    14. 14: [Unity] Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs(19,46): error CS0246: The type or namespace name `VuforiaUnity' could not be found. Are you missing an assembly reference?
    15.  
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    786
    Have you tried 2017.2.0f3?
     
  3. StrayBlackFox

    StrayBlackFox

    Joined:
    Nov 5, 2015
    Posts:
    7
    Hi, enable vuforia in player settings, in XR section
     
    OveRSoftware likes this.
  4. kartoonist435

    kartoonist435

    Joined:
    Feb 14, 2015
    Posts:
    73
    How are you supposed to do this on a cloud build? I am having this same issue but only when I cloud build by project.
     
    ina and K1kk0z90_Unity like this.
  5. Autarkis

    Autarkis

    Joined:
    Oct 10, 2011
    Posts:
    318
    Enable it inside of Unity. Player Settings, scroll down to XR settings and enable Vuforia.
     
  6. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,085
    that does not seem to work for cloud build?
     
  7. Autarkis

    Autarkis

    Joined:
    Oct 10, 2011
    Posts:
    318
    It works fine on my side of things with cloud build for iOS. do you have the vuforia ios files in your project ( since you are doing android, you may be missing some things required on the ios build itself.) Do you have access to a mac to attempt a local build?