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iOS8 / XCode6 compatibility

Discussion in 'iOS and tvOS' started by JChilton, Jun 2, 2014.

  1. escapesdotme

    escapesdotme

    Joined:
    Sep 24, 2014
    Posts:
    2
    @cdorf we are facing the same problem. Our previous build on IOS7 was able to read/write xml files to /Documents
    (by removing the app-name from the path and exchanging "/Data" with "/Documents" )

    After upgrading to IOS8 we are unable to read/write to this file path. Urgently ask for a solution!
     
  2. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,624
    use Application.persistentDataPath() NOT dataPath
    if persistentDataPath do not work, bug report with repro project
     
  3. Afroman

    Afroman

    Joined:
    Aug 17, 2013
    Posts:
    43
    This actually causes another issue on the iPhone 6 Plus.
    Take a look here: http://forum.unity3d.com/threads/bu...with-4-5-4p1-xcode-6-0-1.269497/#post-1785553

    I have solved the issue, the updated code below will work fine on the iPhone 6 Plus:
    Code (CSharp):
    1.  
    2.     NSString* imageName = [NSString stringWithFormat:@"LaunchImage%s%s%s%s", iOS7Suffix, orientSuffix, szSuffix, ipadSuffix];
    3.  
    4.     if( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone )
    5.     {
    6.         //BOOL OSIsIOS8 = [[[UIDevice currentDevice] systemVersion] floatValue] >= 8.0;
    7.         //iPhone5/5s/iPod5
    8.         if([[UIScreen mainScreen] bounds].size.height == 568 || [[UIScreen mainScreen] bounds].size.width == 568)
    9.         {
    10.             imageName = @"LaunchImage-568h@2x";
    11.         }
    12.         //iPhone6
    13.         if([[UIScreen mainScreen] bounds].size.height == 667 || [[UIScreen mainScreen] bounds].size.width == 667)
    14.         {
    15.             imageName = @"LaunchImage-800-667h@2x";
    16.         }
    17.         //iPhone6 Plus
    18.         if([[UIScreen mainScreen] bounds].size.height == 736 || [[UIScreen mainScreen] bounds].size.width == 736)
    19.         {
    20.             //Don't use the landscape splash image below as it will cause an issue on the iPhone 6 Plus
    21.             //imageName = @"LaunchImage-800-Landscape-736h@3x";
    22.             imageName = @"LaunchImage-800-Portrait-736h@3x";
    23.         }
    24.     }
    25.     //NSLog(@"==========================\nLaunchIamgePath:%@\n=============================", imageName);
    26.  
    27.     NSString* imagePath = [[[[NSBundle mainBundle] pathForResource: imageName ofType: @"png"] retain] autorelease];
    28.  
     
    DanielZeller and MrEsquire like this.
  4. ichenxiaodao

    ichenxiaodao

    Joined:
    Dec 28, 2013
    Posts:
    3
    Thank you for reminding me. I have not test it in a real iPhone 6/6 Plus device, because I am in China, and our game can not run in the simulator.

    I've seen your video, there are some problems, our games only support landscape screen, why we have to use portrait launch image on iPhone6 Plus?

    And why it will show two splash screens in iPhone 6 Plus? Which one is the launch image?
     
  5. escapesdotme

    escapesdotme

    Joined:
    Sep 24, 2014
    Posts:
    2
    @PAHeartBeat - I would like to ask you more about how you are able to resolve this issue .We are facing the exact same problem that we are not able to access read/write to the /Documents folder. Can you guide us on how you are doing it for IOS8.

    Many thanks
     
  6. DarkNeo

    DarkNeo

    Joined:
    Apr 27, 2014
    Posts:
    53
    Has anyone figured out a fix for this error yet?
     
    Firebeast likes this.
  7. LukasO

    LukasO

    Joined:
    May 23, 2013
    Posts:
    115
    I'm having a crash which is iOS8 only. I'm not using Application.dataPath. It occurs as soon as may app has loaded it's send scene. It has a first scene which loads a bunch of persistent objects that aren't deleted and then immediately loads the second. As soon as this second scene is loaded it crashes.

    Can anybody give me a rough idea about what is going wrong. If I run it through xCode I get a Sigabrt error.

    Thanks,
     

    Attached Files:

    escapesdotme likes this.
  8. PAHeartBeat

    PAHeartBeat

    Joined:
    Jul 11, 2012
    Posts:
    76

    Hi you can just Application.persistentDataPath; for iOS 8, may you need to trick it for iOS 6 or iOS 7.
     
  9. Firebeast

    Firebeast

    Joined:
    Jul 16, 2014
    Posts:
    8
    Hey man! I got the same problem! My previous xcode proj was doing very fine until I upgraded to xcode6. Any idea how to resolve this?
     
  10. Firebeast

    Firebeast

    Joined:
    Jul 16, 2014
    Posts:
    8
    No solution found yet but I am trying to revert my xcode6 to my previous xcode (5.1.1 maybe) and see whether it could work.
     
  11. Afroman

    Afroman

    Joined:
    Aug 17, 2013
    Posts:
    43
    That's not my video and my game only supports landscape orientation as well. I bundled a portrait splash screen as a workaround to the Unity iOS 8 orientation bug.

    I also don't have an iPhone 6 Plus, I used the simulator to test it.
     
  12. VillageMaster

    VillageMaster

    Joined:
    Sep 1, 2013
    Posts:
    1
    persistentDataPath seems to work on iOS 6,7 and 8.

    So, what are you planning to do with dataPath for iOS 8 then, if the described "game data folder" can not be accessed?
    Will you relink it to another location in the next fix?
    Or is the usage of persistentDataPath recommended?
    What does the persistentDataPath look like on Android, Win, Mac, Webplayer in comparison to dataPath? There's nothing in the description.
     
  13. auwri

    auwri

    Joined:
    Mar 25, 2013
    Posts:
    5
    Considering the previously-mentioned dataPath issues, can anyone confirm whether PlayerPrefs works on iOS8 the same way as in iOS7 and prior?
    Sorry, I don't have any actual iOS8 hardware to test with. Thanks!
     
  14. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,723
    They work for me.
     
  15. DarkNeo

    DarkNeo

    Joined:
    Apr 27, 2014
    Posts:
    53
    Dam I might try do that as well, Any luck with converting it back?

    I will know for future to not upgrade my stuff straight away now.
     
  16. Firebeast

    Firebeast

    Joined:
    Jul 16, 2014
    Posts:
    8
    No luck at all, I even tried 5.0.1
    So far 5.1.1 and 5.0.1 had even more errors occured.
    If I use xcode6 there are only

    Semantic errors in CMVideoSampling.mm
    sampling->cvTextureCacheTexture = CreateTextureFromCVTextureCache(sampling->cvTextureCache, cvImageBuffer, w, h, GL_BGRA_EXT, GL_RGBA, GL_UNSIGNED_BYTE);
    ...
    GLES_CHK(glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, texData));

    I won't update any of my iOS stuffs anymore before there's review of compability, now I am screwed :(
     
    DarkNeo likes this.
  17. DarkNeo

    DarkNeo

    Joined:
    Apr 27, 2014
    Posts:
    53
    Hey Firebeast,

    Yesterday I downloaded XCode 5.1.1 and using iOS devices with iOS 7+ it still works ok, just cannot send it from XCode 5.1.1 to iOS 8.

    Just going to keep using the old version for now, lucky I work at a high school so managed to borrow an iPad air with iOS7 to test deploy my games.

    Really hoping there is a fix soon with XCode6 so i can test my new iPhone 6+ when that arrives!
     
  18. CStocker

    CStocker

    Joined:
    Jan 2, 2013
    Posts:
    3
    Is there any solution for this? Right now i have no idea how to handle push notifications with iOS8
     
  19. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    @CStocker i am also waiting to get a solution for this issue (patch?)

    I have submitted a bug report, although i did not receive any word back (most of the times i get a reply from a QA member).

    Issue number is 636927 (although i could not find it in the public issue tracker system).

    @Mantas Puida can you comment on this issue ? is it known by your team and are you planning on releasing a fix any time soon ?
     
  20. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Fix is scheduled for next week's patch release.
     
    DarkNeo likes this.
  21. BlackPanda

    BlackPanda

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    Jan 24, 2014
    Posts:
    78
    Thanks man! You saved my day! :) :)
     
  22. liortal

    liortal

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    Oct 17, 2012
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    3,562
    Thanks. We will wait for that patch.
     
  23. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Shame we cannot get the patches to the 4.6 beta versions.
    So I hope maybe 4.5.5 final release next week to include these issues in 4.6 beta
    Or pray 5.0 comes out soon! :)
     
  24. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,856
    I am using 4.6.b18, currently installing Xcode 5.1.1 and Mountain Lion 4.8.5. Should I be good to go with this combo when compiling the iOS app and what is the highest version of iOS I will be able to target? Can I target up to iOS8? If so..how do I get that sdk without downloading Xcode 6 which I cannot unless I upgrade the OS. I do not want to do so as I ain't too thrilled with the newer OS X versions.
     
  25. Tiktaalik

    Tiktaalik

    Joined:
    Apr 9, 2013
    Posts:
    5
    Trying to build essentially a completely empty project (a cube and spotlight) to an iOS 8.02 device using Xcode 6.01 and Unity 4.5.5. Unable to build in XCode as I'm getting the error: "Use of undeclared identifier 'kEAGLRenderingAPIOpenGLES3'"

    Pointing to line 28 in EAGLContextHelper.mm

    Code (csharp):
    1.  
    2.       const int startApi = _ios70orNewer ? kEAGLRenderingAPIOpenGLES3 : kEAGLRenderingAPIOpenGLES2;
    3.  
    What could be the issue here? Do you have to do any special iOS player settings for this to work? Special Xcode settings?

    I didn’t touch any of them and they’re currently set to “Force OpenGL ES 2.0” with Target iOS Version “4.3.” Had a look at XCode and the deployment target is "4.3."

    Is there some iOS versions that won’t work with the latest Unity3D/Xcode combo maybe?

    I feel like I'm attempting to do a simple "just out of the box" build so I am surprised it's not working on this bare bones project.

    EDIT: Ok I've mysteriously fixed this somehow? Tried doing this same thing with 7.0 as my target version and it worked. Tried "6.0" and it worked. Went back to "4.3" assuming that I've narrowed it to the latest tools only working on the higher versions, but 4.3 worked as well so I guess I've somehow solved my issue? Baffling.

    EDIT2: Ok the issue is back again. I have absolutely no reason why it sometimes appears and doesn't...
     
    Last edited: Oct 14, 2014
  26. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    I just noticed that a new patch was released (http://unity3d.com/unity/qa/patch-releases/4.5.5p1)

    It doesn't seem to include the fix for NotificationServices though. Is the fix available in this patch or not? if not, when can we expect to have it available ?

    Thnx
     
  27. maik

    maik

    Joined:
    Dec 4, 2011
    Posts:
    59
    is it possible to build to iOS 8 with Unity 3.5.7?
    We have that license and havent been able to upgrade yet!
     
  28. razzahamid

    razzahamid

    Joined:
    May 15, 2013
    Posts:
    1
    I have added the following code in main.mm in unity xcode project but receive the message "Expected unqualified id" on "extern "C" LINE
    #include <time.h>

    extern "C" // Expected unqualified id
    {
    clock_t
    clock$UNIX2003(void)
    {
    return clock();
    }


    so please check and help me asap,
    thanks for considering my question

    have a nice day/night
     
  29. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    Sorry for the bump, but is there any update regarding this issue @Mantas Puida
     
  30. labcave

    labcave

    Joined:
    May 29, 2013
    Posts:
    2
    Hi there,

    I was reading the Apple Developer News and they are set as requirement 64bit and iOS 8 for new apps uploaded starting February 1, 2015. You can read the whole stuff here: https://developer.apple.com/news/?id=10202014a
    I know we have 3 months to accomplish this mandatory requirement but I would like to know how Unity is planning to manage such a requirement.

    Thanks!
     
  31. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Did you try 4.5.5p2?
     
  32. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    I didn't see anything about that bug in the release notes...
     
  33. centur10n

    centur10n

    Joined:
    Jan 28, 2014
    Posts:
    6
    Hi! There is orientation issue in the latest version of Unity for Mac (4.5.5f4) with iOS 8.1 and xCode 6.1

    Steps to reproduce issue.
    1. Call Screen.orientation = ScreenOrientation.AutoRotation;
    2. Rotate device to Landscape (Interface become landscape, all is ok)
    3. Call Screen.orientation = ScreenOrientation.Portrait;
    Interface become portrait again, all ok.
    4. Rotate device to Portrait. Interface become landscape, but the latest command was portrait. This is the main issue.
    5. Call Screen.orientation = ScreenOrientation.Portrait; once more. Interface become landscape and stretched.

    I'll attach small test project tomorrow. Unfortunately this issue break my project, because I need to switch portrait mode and autorotation in the project ...
     
  34. Jethro

    Jethro

    Joined:
    Aug 23, 2011
    Posts:
    30
    Also. Unity 4.5.5 P4 has trouble with iOS simulator (using Xcode 6.0.1 in mavericks) get 20 O linker errors, went back to 4.5.5 official release and simulator works with my project.
    Code (CSharp):
    1. Undefined symbols for architecture i386:
    2.   "_closedir$UNIX2003", referenced from:
    3.       _find_in_dir in libiPhone-lib.a(mono-io-portability.o)
    4.       _mono_portability_find_file in libiPhone-lib.a(mono-io-portability.o)
    5.       _g_dir_rewind in libiPhone-lib.a(libeglib_la-gdir-unix.o)
    6.       _g_dir_close in libiPhone-lib.a(libeglib_la-gdir-unix.o)
    7.   "_fdopen$UNIX2003", referenced from:
    8.       _try_addr2line in libiPhone-lib.a(profiler.o)
    9.       _mono_disassemble_code in libiPhone-lib.a(helpers.o)
    10.       _mono_compile_assembly in libiPhone-lib.a(aot-compiler.o)
    11.   "_fopen$UNIX2003", referenced from:
    12.       _GetLogicalDriveStrings in libiPhone-lib.a(io.o)
    13.       _GetDriveType in libiPhone-lib.a(io.o)
    14.       _mono_main in libiPhone-lib.a(driver.o)
    15.       _mono_profiler_install_simple in libiPhone-lib.a(profiler.o)
    16.       _load_profile_files in libiPhone-lib.a(aot-compiler.o)
    17.       _mono_compile_assembly in libiPhone-lib.a(aot-compiler.o)
    18.       _mono_xdebug_init in libiPhone-lib.a(aot-compiler.o)
    19.       ...
    20.   "_fputs$UNIX2003", referenced from:
    21.       _mini_regression in libiPhone-lib.a(driver.o)
    22.       _mono_print_thread_dump_internal in libiPhone-lib.a(mini-exceptions.o)
    23.       _asm_writer_emit_bytes in libiPhone-lib.a(image-writer.o)
    24.   "_fwrite$UNIX2003", referenced from:
    25.       _ipc_connect in libiPhone-lib.a(attach.o)
    26.       _receiver_thread in libiPhone-lib.a(attach.o)
    27.       _emit_marshal_safehandle in libiPhone-lib.a(marshal.o)
    28.       _emit_marshal_handleref in libiPhone-lib.a(marshal.o)
    29.       _parse_debug_options in libiPhone-lib.a(driver.o)
    30.       _mini_regression in libiPhone-lib.a(driver.o)
    31.       _mini_usage_jitdeveloper in libiPhone-lib.a(driver.o)
    32.       ...
    33.   "_mktime$UNIX2003", referenced from:
    34.       _ves_icall_System_CurrentSystemTimeZone_GetTimeZoneData in libiPhone-lib.a(icall.o)
    35.   "_nanosleep$UNIX2003", referenced from:
    36.       __wapi_handle_spin in libiPhone-lib.a(handles.o)
    37.       _SleepEx in libiPhone-lib.a(wthreads.o)
    38.       __wapi_handle_spin in libiPhone-lib.a(events.o)
    39.       __wapi_handle_spin in libiPhone-lib.a(processes.o)
    40.       _collection_thread in libiPhone-lib.a(collection.o)
    41.       __wapi_handle_spin in libiPhone-lib.a(shared.o)
    42.       _pthread_mutex_timedlock in libiPhone-lib.a(mono-mutex.o)
    43.       ...
    44.   "_opendir$INODE64$UNIX2003", referenced from:
    45.       _mono_portability_find_file in libiPhone-lib.a(mono-io-portability.o)
    46.       _g_dir_open in libiPhone-lib.a(libeglib_la-gdir-unix.o)
    47.       _g_dir_rewind in libiPhone-lib.a(libeglib_la-gdir-unix.o)
    48.   "_readdir$INODE64", referenced from:
    49.       _find_in_dir in libiPhone-lib.a(mono-io-portability.o)
    50.       _g_dir_read_name in libiPhone-lib.a(libeglib_la-gdir-unix.o)
    51.   "_recv$UNIX2003", referenced from:
    52.       _recv_length in libiPhone-lib.a(debugger-agent.o)
    53.   "_send$UNIX2003", referenced from:
    54.       __wapi_send in libiPhone-lib.a(sockets.o)
    55.       _wapi_sendfile in libiPhone-lib.a(sockets.o)
    56.       _transport_handshake in libiPhone-lib.a(debugger-agent.o)
    57.       _transport_send in libiPhone-lib.a(debugger-agent.o)
    58.   "_setenv$UNIX2003", referenced from:
    59.       _g_setenv in libiPhone-lib.a(libeglib_la-gmisc-unix.o)
    60.   "_sigaltstack$UNIX2003", referenced from:
    61.       _mono_setup_altstack in libiPhone-lib.a(mini-exceptions.o)
    62.       _mono_free_altstack in libiPhone-lib.a(mini-exceptions.o)
    63.   "_sleep$UNIX2003", referenced from:
    64.       _GC_sleep in libiPhone-lib.a(pthread_support.o)
    65.   "_strerror$UNIX2003", referenced from:
    66.       _errno_to_WSA in libiPhone-lib.a(error.o)
    67.       _g_strerror in libiPhone-lib.a(libeglib_la-gstr.o)
    68.       _mono_image_strerror in libiPhone-lib.a(image.o)
    69.       _mono_assembly_load_reference in libiPhone-lib.a(assembly.o)
    70.       _ipc_connect in libiPhone-lib.a(attach.o)
    71.       _ves_icall_System_Security_Cryptography_RNGCryptoServiceProvider_RngGetBytes in libiPhone-lib.a(rand.o)
    72.       _g_dir_open in libiPhone-lib.a(libeglib_la-gdir-unix.o)
    73.       ...
    74.   "_strftime$UNIX2003", referenced from:
    75.       _ves_icall_System_CurrentSystemTimeZone_GetTimeZoneData in libiPhone-lib.a(icall.o)
    76.   "_system$UNIX2003", referenced from:
    77.       _mono_disassemble_code in libiPhone-lib.a(helpers.o)
    78.       _compile_asm in libiPhone-lib.a(aot-compiler.o)
    79.       _mono_draw_graph in libiPhone-lib.a(graph.o)
    80.   "_unsetenv$UNIX2003", referenced from:
    81.       _g_unsetenv in libiPhone-lib.a(libeglib_la-gmisc-unix.o)
    82.   "_waitpid$UNIX2003", referenced from:
    83.       _waitfor_pid in libiPhone-lib.a(processes.o)
    84.       _process_wait in libiPhone-lib.a(processes.o)
    85.       _g_spawn_command_line_sync in libiPhone-lib.a(libeglib_la-gspawn.o)
    86.       _g_spawn_async_with_pipes in libiPhone-lib.a(libeglib_la-gspawn.o)
    87. ld: symbol(s) not found for architecture i386
    88. clang: error: linker command failed with exit code 1 (use -v to see invocation)
    89.  
    Tried all night to resolve this with 4.5.5p4 but couldn't
    Managed to get it to work once by specifying deployment build in unity, as I noticed 4.5.5 must have forced this.
    Thats not all I did, I forced sdk to ios8 in Xcode build settings which then somehow enabled capabilities and general tabs, so I could get into them to fix the game kit error I always get. Most of the time capabilities is broken though.
     
  35. mha

    mha

    Joined:
    Nov 14, 2014
    Posts:
    1
    Hi
    I discovered orientation bug.
    only iOS8 and Xcode6

    PlayerSetting->Orientation->DefaultOrientation is Portrait.
    Unity version 4.5.5f1
    iPhone5S and iOS8.1

    1. Launch App.
    2. FirstScene. Screen.orientation = ScreenOrientation.Portrait.
    3. Transition NextScene. And Screen.orientation = ScreenOrientation.Landscape
    Then touch coordinates is worng.
    4. to background and go back. Screen became half.

    Is there any schedule by which you correct this bug?
     
  36. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Please try it out on 4.5.5p5 release.
     
  37. ShaZe88

    ShaZe88

    Joined:
    May 29, 2013
    Posts:
    12
    Still occuring on 4.5.5p5 :S

    I thought it was a 4.6 beta issue only, I have been swapping between almost 6 Unity builds now.. Isnt there any workaround? The screen appear cut halfway and if we bring the app back in the background, it will render everything properly except the inputs that won't be recognized....

    Well, actually the inputs are fine for the custom made event using the raw inputs information provided by the unity engine, however everything GUI related does not work anymore :/

    Unity : 4.5.5p5
    Xcode : 6.1
    iOS : 8.1
     
  38. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Bugreport please and add your repro case for it.
    Thanks!
     
  39. ShaZe88

    ShaZe88

    Joined:
    May 29, 2013
    Posts:
    12
    http://issuetracker.unity3d.com/iss...ntation-is-set-through-screen-dot-orientation

    Should be a severity 2 in my opinion considering in can break the entire UI flow. Anyway, the priority was set accordingly and it is apparently fixed for the upcoming update.... Now I am just wondering how long is it going to be until the update rolls out...

    Heh, maybe I spoke too soon, it says that executing the changes from Awake should work fine which is not the case at all, it also doesnt mention the screen being cut in half....

    Anyway, I sent one via the editor... I just wonder how long it will take until someone finds it, validates it, and then submit it to the issue tracker.
     
    Last edited: Nov 22, 2014
  40. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Actually fix should be part of 4.5.5p5.
    Did you replace your Xcode project after upgrading to p5?
     
  41. ShaZe88

    ShaZe88

    Joined:
    May 29, 2013
    Posts:
    12
    Oh my god, great news!

    Alright, so I after reading your message, I went back to make a second build. Unity usually always overwrite my xcode project but I didn't had any reason not to try it. While cleaning up the local builds & devices, I went ahead to double check the Unity build I had and it turned out it was still on 4.5.5f1.

    I am unsure how it happened, I don't really do any real work on Mac OSX but it seems that perhaps the installer from 4.5.5f1 was still present since I had downloaded and installed it about an hour earlier which prevented the new installer from installing the new files. Either that or I simply misclicked the wrong installer, shame on me.

    Anyway, yes, the fix worked. I was starting to panic, foreseeing 1 or 2 week of delay due to this issue but thanks to you guys and these early updates, everything is resolved.

    I apologize for the false alert, I guess I really was in a hurry to find out whether or not my worst problem was gone.

    What a week o_O
     
  42. AppBite

    AppBite

    Joined:
    Jul 5, 2012
    Posts:
    79
    Can anyone get Unity v4.5.5 and XCode 6 work with the iPad 1 ? If so I'd love to know how! Even willing to offer free drinks when you're next in New York City [if legal in your area, must be over 21 y.o. ;-) ]

    When I was using Unity v4.3 and XCode 5 I was able to build for the iPad 1 just fine. Now since upgrading the app starts, shows the splash screen and then the app exists.

    While the iPad 1 is an old device the app is fairly light and was running at good fps until about 6 weeks ago when I switched to v4.5/XCode 6. (app works fine on iPad2,3,Air,Air2)
     
  43. ShaZe88

    ShaZe88

    Joined:
    May 29, 2013
    Posts:
    12
    This bug is back in 4.6.0f3? Im reverting to 4.5.5p5, I would have thought this fix would have been present in the final 4.6 release.
     
  44. JosephBonnici

    JosephBonnici

    Joined:
    Nov 17, 2013
    Posts:
    1
    Thanks a lot for that piece of code.
    There is a problem with it though. When I used your code the orientation worked properly for the iPAD but stopped working for the iPhone.

    To clarify, I want my game to run in LandscapeLeft. Without your code it was running perfectly on the iphone 4 (ios 7.1) but was remaining in portrait mode on the iPad (ios 8.1). When I used the code you provided the iPad version worked as expected but the iPhone version started displaying in portrait mode.


    I built on your code and this is what I am currently using. For now it seems to work but I don't have a lot of devices to test with.

    Code (CSharp):
    1.  
    2. #define IDIOM    UI_USER_INTERFACE_IDIOM()
    3. #define IPAD     UIUserInterfaceIdiomPad
    4.  
    5. if ( IDIOM == IPAD ) {
    6.     return CGAffineTransformIdentity;
    7. }
    8.  
    9. switch(orient)
    10.     {
    11.         case portrait:              return CGAffineTransformIdentity;
    12.         case portraitUpsideDown:    return CGAffineTransformMakeRotation(M_PI);
    13.         case landscapeLeft:         return CGAffineTransformMakeRotation(M_PI_2);
    14.         case landscapeRight:        return CGAffineTransformMakeRotation(-M_PI_2);
    15.         default:                    return CGAffineTransformIdentity;
    16.     }
    17.  
     
  45. subjectZero

    subjectZero

    Joined:
    Oct 19, 2014
    Posts:
    37
    Ive been having a crazy problem has well.

    My game works perfectly and i want to release now. But I'm faced with a problem in Xcode where I'm presented with Fixit now Action to update my project to the latest settings. only when i i do this I'm present with
    Apple Mach-O Linker Error my projects won't build.

    How can i get this project fix or must i submit the app to the app store without pressing the Fix No feature?

    Thank you in advance for looking at my question

    I'm running Unity 4.6.1f1 and Xcode Version 6.1.1 (6A2008a) on Yosemite 10.10.1 (14B25)
     
  46. subjectZero

    subjectZero

    Joined:
    Oct 19, 2014
    Posts:
    37
    My App now has 78 red errors all linked to Apple Mach-O Linker Error because i was forced to add architecture
    arm64 as apples new submission standard - Do i have to solve each error individually or there something bigger wrong? please can anyone assist me as i desperately need to get my game out!

    Im downloading the Patch 4.6.1p3 now in the meantime and will update this thread if anything changes after I've installed it
     
    Last edited: Jan 8, 2015
  47. AppBite

    AppBite

    Joined:
    Jul 5, 2012
    Posts:
    79
  48. subjectZero

    subjectZero

    Joined:
    Oct 19, 2014
    Posts:
    37
    Hey AppBite

    ok I've re-edited this posts because i Thought got it working

    here are the steps;
    install latest patch p3
    set build target iOS 5.1.1 in unity
    in Xcode change the armv7 to standard (armv7, arm64)


    Then archive the file and validate archive through organiser - looks like its working but was presented with an error

    well i thought this would, i don't have any red errors - but the archive validation says 64bit missing.

    according to the documentation you gave me they are planning to release support at the end of January, so looks like we still have to wait
     
    Last edited: Jan 8, 2015
  49. AppBite

    AppBite

    Joined:
    Jul 5, 2012
    Posts:
    79
    Yes you have to do the opposite of what you're doing. Don't press FixIt, Don't add arm64. Unity currently has no 64bit support, so you're adding an architecture it can't build for.

    XCode will throw nasty looking warnings when you validate the bundle, eg) no 64bit, but you will be able to submit it until Jan 31st.

    After Feb 1st you need to have the 64bit support to upload a New App.
    According to the Unity guys reaching out to Apple 32bit updates will be allowed for a while, a forum member quoted an Apple reply saying June 1st in one of the Comments to the Nov 23rd blog.

    Could things have changed recently, sure, but Bingo by Appbite got approved on 7th Dec as a New 32bit App.
    https://itunes.apple.com/us/app/bingo-by-appbite/id776170232?mt=8

    I have been working on the iPhone version to get it approved before 1st Feb as I'm using Unity v4.5 so I'll be re-testing all this myself shortly.

    I had hoped this thread would provide me an answer as to why iPad1 builds now just display the splash screen and then exit/crash.
     
  50. subjectZero

    subjectZero

    Joined:
    Oct 19, 2014
    Posts:
    37
    Thanks i understand.

    just btw, you currently need 64bit to upload a new app.
    if i upload the archive, during the validation process an error comes up saying that you need 64bit.
    so even if apple gave us until feb thats not the reality of the situation.

    thanks again for all the feedback