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MapFileParser not found in iOS Postprocessing

Discussion in 'Editor & General Support' started by Xenerate, Jun 18, 2015.

  1. Xenerate

    Xenerate

    Joined:
    Feb 11, 2015
    Posts:
    15
    Hi,

    I'm using Unity 5.1.0p1 Personal and I'm receiving the following error when I attempt to build my project for the xcode environment.

    Click here for the screenshot.

    Please I need this fixed ASAP.
     
  2. Xenerate

    Xenerate

    Joined:
    Feb 11, 2015
    Posts:
    15
    I'm still receiving this error, someone please help!
     
  3. danybittel

    danybittel

    Joined:
    Aug 1, 2013
    Posts:
    68
    Similar (same?) problem here. Even with a blank scene in 5.1.1f. Only when building for iOS.
    Changing IL2CPP to Mono2x fixed it. (in player settings).
     
  4. Xenerate

    Xenerate

    Joined:
    Feb 11, 2015
    Posts:
    15
    Except I need the IL2CPP selected because Apple requires 64-bit now.
     
  5. samizzo

    samizzo

    Joined:
    Sep 7, 2011
    Posts:
    487
    I'm seeing this too. The file seems to be called "MapFileParser.exe" not "MapFileParser" - perhaps that's the problem?

    edit: I hacked around it by copying "MapFileParser.exe" to "MapFileParser".
     
  6. Maximus1

    Maximus1

    Joined:
    Feb 6, 2014
    Posts:
    3
    Renaming "MapFileParser.exe" to "MapFileParser" is not working. You'll get the error with MapFileParser file while building the project in Xcode
     
  7. samizzo

    samizzo

    Joined:
    Sep 7, 2011
    Posts:
    487
    But Unity is reporting that error, not Xcode. Do you mean when you rename it, building from Unity works but then building in Xcode fails (I haven't tried building in Xcode yet)? That seems weird since it's a Windows executable. Also I didn't rename it, I made a copy of it.
     
  8. Maximus1

    Maximus1

    Joined:
    Feb 6, 2014
    Posts:
    3
    Yes, and Xcode shows MapFileParser error.
     
  9. Wisteso

    Wisteso

    Joined:
    Nov 17, 2013
    Posts:
    50
    Take off the .exe before Unity's build process (make a copy and just keep it there), and add it back on before XCode's compile process.

    Works fine as a workaround (for a really ugly bug)
     
  10. KevinCodes4Food

    KevinCodes4Food

    Joined:
    Dec 6, 2013
    Posts:
    61
  11. samizzo

    samizzo

    Joined:
    Sep 7, 2011
    Posts:
    487
    Has anyone reported this to Unity yet?