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Problem with "Add iCloud Containers to you App ID"

Discussion in 'iOS and tvOS' started by IndieFist, Oct 16, 2017.

  1. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    520
    Hi guys!
    I just have this error in latest version of xcode.


    I have compiled without problems in early version.
    I got Include CloudKit support in developper account in this game
    What should i do right now?
     
    Last edited: Oct 16, 2017
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  2. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    520
    Downgrade to Unity 5.6 and works like a charm :p
    edit...
    The problem comes with 5.4 and 5.5 every time you export to xcode with package name setup correctly. Instead of this, if i export my project to xcode with a bad package name and then fix the name in xcode you can get with out problem the cloud id from cloud store kit.
     
    Last edited: Oct 18, 2017
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  3. Richardbmth

    Richardbmth

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    Mar 5, 2016
    Posts:
    30
    I had this problem and MrPacoGP has the a solution which works (thanks!)

    However rather than exporting with a bad package name, just go to the General tab in Xcode and add an 'x' or whatever to your Bundle Identifier. Go to the Capabilities Tab and the error will have gone from the iCloud. Go back to the General tab and remove the 'x' so the Bundle Identifier is correct again. Go to the Capabilities tab and set the iCloud stuff which will be now error free.

    So same solution but just keeps it within Xcode :)
     
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  4. markawil

    markawil

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    Jul 29, 2013
    Posts:
    1
    ZOMG! I spent about 2 hours on this problem in Xcode on a regular xcode project, found this when searching for the same answer, thank you MrPacoGP, changing the bundle id to something else then hitting enter, going to the cloud kit it then has checkmarks for everything, go back and change the name back to the correct bundle ID and everything is working.
     
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  5. HeeMins

    HeeMins

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    Sep 18, 2016
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    you save my life
     
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  6. hungrybelome

    hungrybelome

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    Dec 31, 2014
    Posts:
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    Just worked for me with XCode 9.3!
     
  7. jadhavsoma

    jadhavsoma

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    Aug 21, 2018
    Posts:
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    Spent almost day to find out the problem. you save me BOSS! :)
     
  8. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    This looks like the Unity issues. Did anybody was able to solve it without downgrading to 5.6 or making crazy moves with bundle id?
     
  9. siempus

    siempus

    Joined:
    Nov 29, 2017
    Posts:
    12
    I was very sceptic before I tried it. But then again, I did experience some other stuff requiring this kind of fix. And guess what? It works! Thanks for the tip m8.
     
  10. CoCoNutti

    CoCoNutti

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    Nov 30, 2009
    Posts:
    513
    This works thank you.
     
  11. rpuls

    rpuls

    Joined:
    Feb 3, 2017
    Posts:
    101
    I was having this problem as late as mid 2019, this solution still worked for me !

    EDIT: Also worth to know!!!! this created an extra icloud.company.gameX cloud container in my online dashboard, which cannot be deleted, quite annoying.
     
    Last edited: Jul 30, 2019
  12. Vicky_V

    Vicky_V

    Joined:
    Apr 14, 2017
    Posts:
    2
    I had a similar issue and what helped me was setting a PRODUCT_BUNDLE_IDENTIFIER in Build Settings in Xcode to be equal to the bundle id.

    I made a function that will set that setting automatically when I export the build so that I don't have to do it manually:

    Code (CSharp):
    1. [PostProcessBuild]
    2. public static void AddBuildProperty(BuildTarget buildTarget, string pathToBuiltProject)
    3. {
    4.     PBXProject project = new PBXProject();
    5.     string sPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
    6.     project.ReadFromFile(sPath);
    7.     string tn = PBXProject.GetUnityTargetName();
    8.     string g = project.TargetGuidByName(tn);
    9.  
    10.     project.AddBuildProperty(g, "PRODUCT_BUNDLE_IDENTIFIER", Application.identifier);
    11.  
    12.     File.WriteAllText(sPath, project.WriteToString());
    13.  
    14. }
     
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