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Question by Darkwinger · Dec 04, 2016 at 02:07 PM · iosbuildbuild-errorxcodeapple

Building to IOS

I've been trying for some days to build an alpha version of my game onto my phone. I have a mac with the latest versions of Xcode and unity ( not pro), both of which I updated recently to do this, I also haven't enrolled in the Apple developer program so I'm using a 'personal team' and free account on Xcode.

After trying, and failing a tried building an example project supplied with Xcode and it did build to my phone. I also realised that the folders and documentations were set up differently to how my unity build, folders were set up.

I've been getting the errors: "Code signing is required for product type 'Application' in SDK 'iOS 10.1'",

" No profiles for'com.aCompanyName.TheNameOfMyGame' were found: Xcode couldn't find a provisioning profile matching 'com.aCompanyName.TheNameOfMyGame'." - (not my actual bundle identifier I put down, I changed it for this pos, for privacy)

And "The 'In-App Purchase' feature is only available to users enrolled in Apple Developer Program. Please visit https://developer.apple.com/programs/ to enroll."

If anyone could help that would mean a lot, this has been giving me a headache.

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avatar image Darkwinger · Dec 04, 2016 at 10:36 PM 0
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I've been using automatic signing but tommorow I might try creating a new project, importing the package of my game and see if it works then. It seems like it is a problem with my project as using the Xcode starter and the unity test asset package for learning how to build worked. I won't be able to do anymore today or before the evening tommorow.

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Answer by Griffo · Dec 04, 2016 at 02:57 PM

You say I also haven't enrolled in the Apple developer program

To build to iOS you need to Apple development licence and the Unity iOS add on ..

Thats why you get Code signing is required for product type 'Application' in SDK 'iOS 10.1

Because you will get development certificates when enrolled in the Apple development scheme that you then download onto your Mac and iOS devices.

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avatar image Darkwinger · Dec 04, 2016 at 03:08 PM 0
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I don't think so, I haven't paid but I have a free account, and here: https://unity3d.com/learn/tutorials/topics/mobile-touch/building-your-unity-game-ios-device-testing it says you don't need to pay to build to devices. I'm not trying to submit it to the App Store right now. P.S. The link says it was last tested with Xcode 7.3 and Unity 5.3.4 on 18 $$anonymous$$ay this year.

avatar image Griffo Darkwinger · Dec 04, 2016 at 03:29 PM 0
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Well thats news to me I've always had a Apple development licence, so If you have followed ALL those steps correctly I can't see why it's not working ..

So I presume you've set up an Apple ID and add it to Xcode, if so did that go soothly? No errors?

You have set up a bundle identifier to a Personal Team in Xcode? and did that go soothly?

If all that went smoothly then when you built you project did it build and save to a Dir O$$anonymous$$?

avatar image Griffo Darkwinger · Dec 04, 2016 at 03:42 PM 0
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In your build did you add the same bundle identifier as in the Unity one?

Also in Xcode did you choose the correct $$anonymous$$m in signing?

avatar image Darkwinger Griffo · Dec 04, 2016 at 05:18 PM 0
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In Xcode I created a $$anonymous$$m with my Apple ID and assigned it to both targets, but I didn't set up a bundle identifier to that $$anonymous$$m, I just entered the same bundle identifier in the target and unity build settings. I can't show a screenshot right now, but the error is under the first target with a unity logo under where you enter the $$anonymous$$m it says there was no bundle identifier matching the bundle identifier I entered.

Addition of screenshots: alt textalt text

screen-shot-2016-12-04-at-180707.png (185.9 kB)
screen-shot-2016-12-04-at-180746.png (71.3 kB)
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Answer by Darkwinger · Dec 05, 2016 at 05:25 PM

I don't know what happened but when I updated unity with my previous build I didn't update the APIs and I zipped the project to keep a version of it, today I opened it somewhere else so it kept the project name and updated the APIs then Xcode created a provisioning profile for me this time, so it works now. (I also disabled all the unity services). I guess you could say it was a (pre) Christmas miracle.

I might post a screenshot later.

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