I've been a developer Unity iOS developer for a while now and I recently tried to test out my app on my phone. After building the project and uploading it to xCode so I can upload the app on my phone, the app was developed but crashes once I opened it. There are some warning logs but not sure which one is causing the crashing.
https://i.stack.imgur.com/FKY8e.jpg
https://i.stack.imgur.com/D4ryX.png
I also might think this is because I am not paying for the Apple developer program, yet before I was able to test it without paying for it.
Logs:
2020-03-28 14:11:21.207192-0700 TheSuccFinal[2733:973093] Error loading /var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: dlopen(/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework, 265): no suitable image found. Did find:
/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework'
/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: stat() failed with errno=3
/private/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/private/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework'
2020-03-28 14:11:21.247919-0700 TheSuccFinal[2733:973093] Error loading /var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: dlopen(/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework, 265): no suitable image found. Did find:
/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework'
/private/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework.framework/UnityFramework: code signature invalid for '/private/var/containers/Bundle/Application/A8DD7379-FF01-4A00-AF26-77A546A87C8E/TheSuccFinal.app/Frameworks/UnityFramework
It is related to iOS 13.3.1 since recent releases from Apple iOS builder, personal (non-developer) Apple accounts cannot sign frameworks correctly, since Unity is a framework itself it is not signed when built.
You can check this unity forum discussion and this discussion in the flutter framework about the bug.
Apparently it is fixed in iOS 13.4, so check your XCode version, iOS target version and you should be good to go.
Related
So, I created an app with firebase authorization (Google Sign In), and I got it working perfectly. Now, I needed to import Firestore package, so I did it, tried my app once again after importing, and suddenly, my app gets stuck on following code (the code is from authorization, and was working before importing a new SDK package):
Firebase.Auth.Credential credential = Firebase.Auth.GoogleAuthProvider.GetCredential(idToken: idToken1, accessToken: null);
It just executes this line of code and never finishes! I still get GoogleID token, but it just gets stuck on that line of code. There are some errors in logcat but I don't know if it affects my app:
Error Not starting debugger since the process cannot load the jdwp agent.
Error libprocessgroup set_timerslack_ns write failed: Operation not permitted
I've updated google-services.json file after creating the database.
I am using Unity 2021.3.2f1, Firebase 9.0 SDK, tried with the latest version of sdk and still getting the same results.
I searched about this, but couldn't find anything useful. If anyone has any idea what I need to do to fix this, please help. Thanks
I am trying run a Xamarin iOS app on a device with Visual Studio. However I get the following error:
Error MT4116: Could not register the assembly 'Xamarin.Auth.iOS':
error MT4118: Cannot register two managed types
('Xamarin.Controls.ProgressLabel, Xamarin.Auth.iOS' and
'Xamarin.Controls.ProgressLabel, Xamarin.Auth') with the same native
name ('Xamarin_Controls_ProgressLabel'). (MT4116)
The ProgressLabel class seems to be defined in Xamarin.Auth.iOS and Xamarin.Auth twice.
Does anyone have an idea how to solve this?
Add a WMAsfReader caused Error,HRESULT was -2147024770.The code is as follow:
sourceFilter = (IBaseFilter) new WMAsfReader();
((IFileSourceFilter)sourceFilter).Load(fileSource, null);
hr = filterGraph.AddFilter(sourceFilter, "WM ASF Reader");
MessageBox.Show(hr.ToString());
When I run this code on Win10 with WMP,it works well;but it does not work on Win7 without WMP.But I can find the "WM Asf Reader" in the registry,qasf.dll as well.What is the problem?Thanks.
Error Image:
The error code -2147024770 is 0x8007007E ERROR_MOD_NOT_FOUND "The specified module could not be found."
Such error for a Windows core component might indicate that something is broken in your Windows (e.g. certain application installed and registered the same DLL and then it was deinstalled - resulting in broken registration of the original module). It might also be caused by Windows 7 N version having no Windows Media in the default configuration, you are supposed to add the feature by installing a Feature Pack.
but it does not work on Win7 without WMP...
...The Media Feature Pack for Windows 7 N or Windows 7 KN will install Media Player and related technologies on a computer running...
It is not only Windows Media Player missing in N editions, but also the underlying APIs, used by WM ASF Reader.
I'm new to UWP, and i tried instantinate MediaPlayer class. On local machine it's work fine, but on mobile emulator throws next exception:
An exception of type 'System.Runtime.InteropServices.COMException'
occurred in project.exe but was not handled in user code
Additional information: ClassFactory cannot supply requested class
(Exception from HRESULT: 0x80040111 (CLASS_E_CLASSNOTAVAILABLE))
StackTrace:
at System.StubHelpers.StubHelpers.GetWinRTFactoryObject(IntPtr pCPCMD)
at Windows.Media.Playback.MediaPlayer..ctor()
at Project.Services.PlaybackServiceFactory.Create(PlayerArgument arg)
at Project.ViewModels.PlayerViewModel..ctor(PlayerArgument arg)
at Project.MainPage.d__3.MoveNext()
All uwp examples with MediaPlayer also crashes. Previously it worked fine, whats maybe wrong? I would be glad of any help, thank you.
UPD: Problem actual for 10.0.10586 emulator version
The MediaPlayer constructor is available from "Universal, introduced version 10.0.14393.0". So please run your project in 14393 emulator or grater.
You could dynamically detect features with API contracts (10 by 10)
The Universal Windows Platform (UWP) allows you to write your app once and target multiple device families, while also taking advantage of new APIs introduced on later versions of the OS as well as using unique APIs only present on certain device families.
I'm trying to deploy my appo to my Lumia 930 so I can test it on something other than an emulator, but every time I hit F5 it basses the build but crashes on deplyment.
MIDLXapCompile log file:
CrossGen failed
Error processing assembly C:\Users\mrrey_000\Dropbox\Dev\Windows Store\AnimeWatcherXYZ EX Summer\AnimeWatcherXYZ.WindowsPhone\obj\ARM\Debug\MSIL\Microsoft.Advertising.Mobile.Display.winmd
Raw error code: 2148733978
I tried deleting the reference to the Microsoft Advertising SDK and applying i oce again, I've also tried to remove the previous version of the app from my device - didn't help.
And yeah, I'm deploying a DEBUG package, not RELEASE.
How can I fix this?