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Unity Cloud Build and iOS - no events registers #102
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This has the same root cause as #101 so I'll close as a dupe . As a workaround you'll need to add the additional preprocessor symbols / macros PB_FIELD_32BIT=1 and PB_NO_PACKED_STRUCTS=1 to your Xcode project from an editor plugin for Unity Cloud Build using the XcodeApi. You can see an example here https://github.com/googlesamples/unity-jar-resolver/blob/master/source/IOSResolver/src/IOSResolver.cs#L1236 as part of an asset preprocessor you'll need to add the flags PB_FIELD_32BIT=1 and PB_NO_PACKED_STRUCTS=1 to OTHER_CFLAGS. |
Thanks for your answer and for clarifying! Not sure I completely understand though, I´m not really familiar with xcode or how it works.
Or you said "add the flags to OTHER_CFLAGS", how do you do that? |
I think it's [PostProcessBuild]
} |
Ok I have a temporary patch you can drop into your project. Replace the existing IOSResolver.dll under PlayServicesResolver/Editor with the attached file and regenerate your Xcode project. |
Yes, that seemed to work fine now! Thanks a million, @stewartmiles, much appreciated! |
Hi,
I did a test implementation of firebase analytics in my unity project. I followed the instructions here: https://firebase.google.com/docs/analytics/unity/start
Android seems to be working fine, getting events and can see users in the "streamview".
For iOS I use Unity's Cloud Build(adhoc), it seems to compile/build fine, but when testing I get no events and can't see any users.
Is it supposed to work "out of the box" with Cloud Build or do I need to do something else as well? Like add some pre-export method, some argument to xcode or similar?
Anyone got it to work together with Cloud Build? Any help would be much appreciated!
Thanks!
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