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Symbol not found: _UnityARKitXRPlugin_PluginLoad

Discussion in 'Handheld AR' started by Neatek, Mar 6, 2020.

  1. Neatek

    Neatek

    Joined:
    Sep 15, 2018
    Posts:
    2
    Hello everyone,

    i have issue, i've tested my app on iPad & iPhone on real devices all works fine without crashes, but when i trying to run it in simulator i've got errors (App Store Testers also have crash on launch on iPad 13.3.1, i think that they check all apps in simulators):

    Code (csharp):
    1. 2020-03-06 17:25:57.850585+0300 MyProject[30494:569239] Error loading /Users/Kane/Library/Developer/CoreSimulator/Devices/62D54833-9C50-4145-B001-FA844839330F/data/Containers/Bundle/Application/ABD36C5C-06C5-4C09-8C70-284D594F5631/MyProject.app/Frameworks/UnityFramework.framework/UnityFramework:  dlopen(/Users/Kane/Library/Developer/CoreSimulator/Devices/62D54833-9C50-4145-B001-FA844839330F/data/Containers/Bundle/Application/ABD36C5C-06C5-4C09-8C70-284D594F5631/MyProject.app/Frameworks/UnityFramework.framework/UnityFramework, 265): Symbol not found: _UnityARKitXRPlugin_PluginLoad
    2.   Referenced from: /Users/Kane/Library/Developer/Xcode/DerivedData/Unity-iPhone-cxtczrkvjkxsfubgknaaleasqgms/Build/Products/ReleaseForRunning-iphonesimulator/UnityFramework.framework/UnityFramework
    3.   Expected in: flat namespace
    4. in /Users/Kane/Library/Developer/Xcode/DerivedData/Unity-iPhone-cxtczrkvjkxsfubgknaaleasqgms/Build/Products/ReleaseForRunning-iphonesimulator/UnityFramework.framework/UnityFramework
    5. 2020-03-06 17:25:57.890057+0300 MyProject[30494:569239] Error loading /Users/Kane/Library/Developer/CoreSimulator/Devices/62D54833-9C50-4145-B001-FA844839330F/data/Containers/Bundle/Application/ABD36C5C-06C5-4C09-8C70-284D594F5631/MyProject.app/Frameworks/UnityFramework.framework/UnityFramework:  dlopen(/Users/Kane/Library/Developer/CoreSimulator/Devices/62D54833-9C50-4145-B001-FA844839330F/data/Containers/Bundle/Application/ABD36C5C-06C5-4C09-8C70-284D594F5631/MyProject.app/Frameworks/UnityFramework.framework/UnityFramework, 265): Symbol not found: _UnityARKitXRPlugin_PluginLoad
    6.   Referenced from: /Users/Kane/Library/Developer/Xcode/DerivedData/Unity-iPhone-cxtczrkvjkxsfubgknaaleasqgms/Build/Products/ReleaseForRunning-iphonesimulator/UnityFramework.framework/UnityFramework
    7.   Expected in: flat namespace
    8. in /Users/Kane/Library/Developer/Xcode/DerivedData/Unity-iPhone-cxtczrkvjkxsfubgknaaleasqgms/Build/Products/ReleaseForRunning-iphonesimulator/UnityFramework.framework/UnityFramework
    Symbol not found: _UnityARKitXRPlugin_PluginLoad

    How it can be fixed? What i must check in Unity/xCode before make build. Any ideas?
    All advices will help.

    ---
    Render: Metal + OpenGLES3 (Deprecated)
    Unity 2019.3.3f1 Personal
    xCode version: 11.3.1 (11C504)
    MacOS 10.15.3 Catalina
    Package: AR Foundation 3.0.1
    Package: AR Core XR Plugin 3.0.1
    Package: ARKit XR Plugin 3.0.1
    ---
    Target SDK: Simulator SDK
    Target device: iPhone only
    Target min. iOS ver: 13.0
    Requires ARKit support +
    XR Plugin management -> +ARKit Loader +ARCore Loader
    ---

    Screenshot 2020-03-06 at 17.46.54.png Screenshot 2020-03-06 at 17.47.21.png

    UPD: When im trying to launch app on real device with target SDK = Simulator SDK i've got error: Symbol not found: __ZN14Il2CppIUnknown3IIDE
     
    Last edited: Mar 6, 2020
  2. todds_unity

    todds_unity

    Unity Technologies

    Joined:
    Aug 1, 2018
    Posts:
    147
  3. Neatek

    Neatek

    Joined:
    Sep 15, 2018
    Posts:
    2
    Thanks for answer.
    But if i make build with "Target Simulator SDK"(Unity), it should be launched on real device? it will throw error?
    Or i have to make xcode build with "Target Device SDK" anyway? (here is no crashes, but when AppStore checking app they have crashes :confused:)
     
    Last edited: Mar 7, 2020
  4. mitchtheriault

    mitchtheriault

    Joined:
    Aug 4, 2013
    Posts:
    26
    Did you ever get this sorted out? My app got rejected from the store and it looks like this is why. Works fine on real devices, but I guess they test in a simulator
     
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