Search Unity

This application doest not support this device's CPU type iOS 11

Discussion in 'iOS and tvOS' started by AndresPGC, Sep 25, 2017.

  1. AndresPGC

    AndresPGC

    Joined:
    Mar 20, 2014
    Posts:
    10
    Hello, Im having this error when I try to build my game using Xcode (Version 9.0 (9A235)), on a iPhone 6, with iOS 11 installed.

    upload_2017-9-25_14-43-49.png



    Im using Unity 2017.1.1f1, and the Scripting-backend is Mono.
    I've already tried to:
    - Create an empty project and try to compile(I got the same error);
    - Change the "Build Active Architecture Only"(on Xcode) in Build Settings to NO.
    - Change the Architectures(on Xcode) to armv6 and armv7 instead of only armv7
    - Change the scripting-backend to IL2CPP

    My Player Settings:
    upload_2017-9-25_14-52-22.png
    upload_2017-9-25_14-51-58.png


    PS: I'm using macOS High Sierra

    Is unity compatible with the new iOS 11?
     

    Attached Files:

    Last edited: Sep 25, 2017
    Chris-de-Castro likes this.
  2. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    You should switch scripting backend to IL2CPP, because Mono is 32-bit only and iOS 11 doesn't support 32-bit-only apps anymore.
     
    Chris-de-Castro and AndresPGC like this.
  3. AndresPGC

    AndresPGC

    Joined:
    Mar 20, 2014
    Posts:
    10
    Thanks, this fixed the issue. The problem was that I didn't change the Architecture to Universal, so i got the error even after change the scripting backend to IL2CPP.
     
    Last edited: Sep 25, 2017
    Griffo, Hichaam and Chris-de-Castro like this.
  4. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    You don't need to do any adjustments in Xcode if you do following changes in Player Settings:
    Scripting Backend: IL2CPP
    <..>
    Architecture: Universal
     
    Griffo, Chris-de-Castro and AndresPGC like this.
  5. AndresPGC

    AndresPGC

    Joined:
    Mar 20, 2014
    Posts:
    10

    Thanks! I've edited my previous reply to help another users with the same problem.

    It would be good if Unity put some kind of warning about it when the scripting backend is set to Mono on iOS builds.
     
    Last edited: Sep 25, 2017
    Chris-de-Castro likes this.
  6. Chris-de-Castro

    Chris-de-Castro

    Joined:
    Oct 16, 2014
    Posts:
    11
    Thanks guys, just ran into this problem today and fixed my build. Is there any reason that Mono should be the default selection?
     
    AndresPGC likes this.
  7. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Mono isn't default for newly created projects for quite long time.
     
    Chris-de-Castro likes this.
  8. Chris-de-Castro

    Chris-de-Castro

    Joined:
    Oct 16, 2014
    Posts:
    11
    Oh, my bad. Guess i've been using the same project for awhile. :oops:
    A warning before building would be helpful then.
     
  9. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    We are working on it!
     
    Chris-de-Castro likes this.
  10. User340

    User340

    Joined:
    Feb 28, 2007
    Posts:
    3,001
    I liked Mono because of how much quicker the build time is than IL2CPP.
     
  11. krisventure

    krisventure

    Joined:
    Mar 24, 2016
    Posts:
    118
    I've had scripting backend set to IL2CPP and architecture set to Universal since the beginning yet since I've set the minimum iOS version to 11.0 (in Player Settings), I suddenly can't archive and upload the Unity app in XCode. The error message says "Invalid iOS deployment version '-miphoneos-version-min=11.0', iOS 10 is the maximum deployment target for 32-bit targets"
     
  12. Mantas-Puida

    Mantas-Puida

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    We are fixing this. If you are targeting iOS 11.0 and later, just pick "ARM64 only" as architecture.
     
  13. krisventure

    krisventure

    Joined:
    Mar 24, 2016
    Posts:
    118
    Thanks for the heads up, this works for now! Would choosing ARM64 have any disadvantage over Universal?
     
  14. the-Grumbleputty

    the-Grumbleputty

    Joined:
    Jul 22, 2011
    Posts:
    5
    I don't claim to fully understand all this, but I just solved the same error message by switching Architectures to 'Standard Architectures" in Xcode build settings, in addition to setting the scripting backend in Unity to IL2CPP.
     
    krisventure likes this.
  15. krisventure

    krisventure

    Joined:
    Mar 24, 2016
    Posts:
    118
    I've been just going with the ARM64 setting in Unity and so far none of our the test players complained. But I imagine that perhaps having ARM64 instead of Universal may be bad if you want your app to be compatible with 32-bit iOS versions
     
  16. domdev

    domdev

    Joined:
    Feb 2, 2015
    Posts:
    375
    if I use this..cant see the app in ios store? really want to solve this cause if not user will give crash review on our apps