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iOS Build Error
I have a project that I've been working on for Android devices, and I've started porting it over to iOS. Everything works fine in the editor, but when I go to build and test onto an iOS device, I get this error:
UnityException: Launching iOS project via Xcode failed. Check editor log for details. UnityEditor.iOS.PostProcessiPhonePlayer.LaunchInXcode (System.String buildToolsDir, System.String buildPath) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:1912) UnityEditor.iOS.PostProcessiPhonePlayer.Launch (BuildTarget target, System.String buildPath) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:1885) UnityEditor.iOS.iOSBuildPostprocessor.LaunchPlayer (BuildLaunchPlayerArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:22) UnityEditor.PostprocessBuildPlayer.Launch (BuildTarget target, System.String path, System.String productName, BuildOptions options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:141) UnityEditor.HostView:OnGUI()
And this error:
UnityException: Launching iOS project via Xcode failed. Check editor log for details.
I've tried launching the build that's generated directly from Xcode, but that only results in about 200 linking errors:
ld: warning: ignoring file /Users/michaelwhite/Downloads/Ninja Swing/Builds/Ios Builds/1/Libraries/libiPhone-lib.a, missing required architecture x86_64 in file /Users/michaelwhite/Downloads/Ninja Swing/Builds/Ios Builds/1/Libraries/libiPhone-lib.a (3 slices) Undefined symbols for architecture x86_64:
"_UnityADBannerViewFailedToLoad", referenced from: -[UnityADBanner bannerView:didFailToReceiveAdWithError:] in iAD.o
"_UnityADBannerViewWasClicked", referenced from: -[UnityADBanner bannerViewActionDidFinish:] in iAD.o
"_UnityADBannerViewWasLoaded", referenced from: -[UnityADBanner bannerViewDidLoadAd:] in iAD.o
"_UnityADInterstitialADWasLoaded", referenced from: -[UnityInterstitialAd interstitialAdDidLoad:] in iAD.o
"_UnityADInterstitialADWasViewed", referenced from: -[UnityInterstitialAd interstitialAdActionShouldBegin:willLeaveApplication:] in iAD.o
"_UnityAdsOnCampaignsAvailable", referenced from: -[UnityAdsUnityWrapper unityAdsFetchCompleted] in UnityAdsUnityWrapper.o
"_UnityAdsOnCampaignsFetchFailed", referenced from: -[UnityAdsUnityWrapper unityAdsFetchFailed] in UnityAdsUnityWrapper.o
"_UnityAdsOnHide", referenced from: -[UnityAdsUnityWrapper unityAdsDidHide] in UnityAdsUnityWrapper.o
"_UnityAdsOnShow", referenced from: -[UnityAdsUnityWrapper unityAdsDidShow] in UnityAdsUnityWrapper.o
"_UnityAdsOnVideoCompleted", referenced from: -[UnityAdsUnityWrapper unityAdsVideoCompleted:skipped:] in UnityAdsUnityWrapper.o
"_UnityAdsOnVideoStarted", referenced from: -[UnityAdsUnityWrapper unityAdsVideoStarted] in UnityAdsUnityWrapper.o
"_UnityBindFramebuffer", referenced from: _CreateSystemRenderingSurfaceGLES in GlesHelper.o _DestroySystemRenderingSurfaceGLES in GlesHelper.o _CreateRenderingSurfaceGLES in GlesHelper.o
Does anyone know how to fix this issue? It's been a huge set back for me and I really appreciate all of the help no I can get.
Answer by oblivionkey21 · Mar 19, 2017 at 12:45 AM
I've actually solved this problem. What I was trying to do was run this in an iOS simulated device, but I found that by editing the sdk used category in the unity player settings so that it was set to simulation sdks rather than device sdks allowed me to launch the project from Xcode and get it running.