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pod executable

Discussion in 'Unity Build Automation' started by unitynewb, Oct 14, 2016.

  1. unitynewb

    unitynewb

    Joined:
    Feb 22, 2009
    Posts:
    243
    Has anyone dealt with this before? I don't think I have any control over it because its unity cloud and I can't install anything on it.

    5030: [Unity] Player export failed. Reason: pod executable not found:
    5031: ! build of 'retail-ios' failed. compile failed
    5032: publishing finished successfully.
    5033: Finished: FAILURE
     
  2. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    We don't support cocoapods currently, but are discussing potentially making that available in the future. Out of curiosity, what dependency do you have in your project that needs cocoapods?
     
  3. unitynewb

    unitynewb

    Joined:
    Feb 22, 2009
    Posts:
    243
    I use the google play games plugin:
    https://github.com/playgameservices/play-games-plugin-for-unity

    It needs cocoapods to complete the build. That would be great if you can add support, I'm sure there will be more people wanting to use the google play games Unity3d plugin. I would hate to rewrite my code to use a different plugin at this point.
     
  4. brockemon

    brockemon

    Joined:
    Dec 21, 2012
    Posts:
    48
    I also need cocoapods. Using the Firebase plugin. Does anyone know a work around? Is there a way to manually include the frameworks without cocoapods... I am a bit of a noob with regards to the IOS build process.
     
  5. unitynewb

    unitynewb

    Joined:
    Feb 22, 2009
    Posts:
    243
    Any update on this? Would be great if we can get support for cocoapods.
     
  6. dannyd

    dannyd

    Unity Technologies

    Joined:
    Jun 3, 2014
    Posts:
    785
    Thread is pretty old at this point, but following up to let you know cocoapods support was finally added in UCB.