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Use xcworkspace to build instead of the xcproject

Discussion in 'Unity Cloud Build' started by fox, Nov 15, 2018.

  1. fox

    fox

    Joined:
    Jan 14, 2009
    Posts:
    118
    Hello!
    We are trying to get our UCB working with the branch plugin (https://docs.branch.io/pages/apps/unity/). Our local builds works as expected, but the cloud build throws this error:

    523: ▸ ❌; ld: section __bundle (address=0x0A190000, size=664627644) would make the output executable exceed available address range for architecture armv7
    524: ▸ ❌; clang: error: linker command failed with exit code 1 (use -v to see invocation)

    I´ve been in contact with the developers of the branch plugin, and they asked me to use the xcworkspace to build instead of the xcproject.. But I cant find a way to change this on cloud builds. Is it possible to change that in any way? Would be very glad if someone could point me in the right direction!

    (Using Unity 2018.2.13f1, Xcode 10)
     
  2. ollieblanks

    ollieblanks

    Unity Technologies

    Joined:
    Aug 21, 2017
    Posts:
    177
    I believe Cloud Build should automatically use an xcworkspace file if it is being generated. Can you please confirm that an xcworkspace file is generated in the same output directory as the xcodeproj file when you build your Project locally?
     
  3. AlexNanomonx

    AlexNanomonx

    Joined:
    Jan 4, 2017
    Posts:
    16
    Hi, we just updated to Unity 2018.2.18 from unity 2017.3, and our cloud build is no longer working. We're not using the branch plugin. I did a check and our local build works ok, though it does not generate a xcworkspace file in the same output directory as the xcodeproj file.

    Curiously it posts "publishing finished successfully.", immediately before failing.

    Anyway, any advice to resolve this would be appreciated
     
  4. kosted

    kosted

    Joined:
    Mar 14, 2015
    Posts:
    93
    Hi all, I'm facing the same issue. I don't use the cloud build, but when I build my project for IOS, Unity doesn't generate xcworkspace. How could I do ? Could I build my project with just xcodeproj ?
     
  5. AlexNanomonx

    AlexNanomonx

    Joined:
    Jan 4, 2017
    Posts:
    16
    I don't know if you're still having this problem but, for posterity, the fix was rather simple for us. We updated to 2018.3.0. Hopefully 2018.2.19 or .20 include the same fix.
     
    victorw likes this.
  6. kosted

    kosted

    Joined:
    Mar 14, 2015
    Posts:
    93
    Thanks for your answer. Ok, I will update my unity to Unity 2018.2.19.
     
  7. MapMan

    MapMan

    Joined:
    Oct 27, 2013
    Posts:
    38
    Same issue with 2018.2.20. Local builds work fine.
     
  8. JCIPL

    JCIPL

    Joined:
    Jul 13, 2018
    Posts:
    8

    When i am trying to create https://docs.microsoft.com/en-us/az...anchors-across-devices#open-the-xcode-project

    When i am trying to create iOS build builsd was susses but unity was not creating xcworkspace file in build folder. Can Please help me regarding this
     
  9. richard80

    richard80

    Joined:
    Oct 5, 2017
    Posts:
    2
    For us also no workspaces file generated, our build does fail after migrating to 2019.1

    We only have problems with the Google VR package.
    undefined symbols for architecture arm64:
    "_gvr_set_default_viewer_profile", referenced from:
    _GvrCardboardHelpers_SetViewerProfile_m8E4FB98445A07DC72EA257B057FF43C3A78FEBB4 in Assembly-CSharp17.o
    _GvrCardboardHelpers_gvr_set_default_viewer_profile_m55EB4589B81FA3C612F4887B777F09BF9701F250 in Assembly-CSharp17.o


    Tried several things like seaming same kind of issues: https://issuetracker.unity3d.com/is...erated-for-ios-projects-using-firebase-plugin --> not worked

    before it worked without the workspace file. now we see references that it is needed for google vr and without google vr the build works fine with opening without the workspace file. https://github.com/googlevr/gvr-unity-sdk/issues/632
     
  10. eazel_minsoo

    eazel_minsoo

    Joined:
    Aug 27, 2019
    Posts:
    1
    It may needs that install Google VR iOS package from Package manager