std::__1::shared_ptr<Pfx::Asm::UnpackedData> std::__1::shared_ptr<Pfx::Asm::UnpackedData>::allocate_shared<Alg::UserAllocator<Pfx::Asm::UnpackedData>, Pfx::Asm::Assembly&>(Alg::UserAllocator<Pfx::Asm::UnpackedData> const&, Pfx::Asm::Assembly&&&) in libiPhone-lib.a(asmdecodedassemblies.o)
std::__1::__shared_ptr_emplace<Pfx::Asm::UnpackedData, Alg::UserAllocator<Pfx::Asm::UnpackedData> >::~__shared_ptr_emplace() in libiPhone-lib.a(asmdecodedassemblies.o)
std::__1::__shared_ptr_emplace<Pfx::Asm::UnpackedData, Alg::UserAllocator<Pfx::Asm::UnpackedData> >::~__shared_ptr_emplace() in libiPhone-lib.a(asmdecodedassemblies.o)
Any ideas?
Some things I had to do to get things to compile in Xcode with the build files for Unity 5:
createViewHierarchy has been deprecated–the CoronaView has to go in createUI in UnityAppController+ViewHanlding.mm
Automatic Reference Counting has to be disabled for Objective C (in build settings) for autorelease not to throw an error in _coronaController = [[[CoronaViewController alloc] init] autorelease];
Hm, that didn’t work for me. (Don’t know Xcode that well, but I’m assuming you meant to link libstdc++.6.dylib in the “Link Binary With Libraries” build phase, which adds it to the Frameworks folder.)
2nd question before pursuing this any further: It looks like, unless I’m misunderstanding something, every time I build from Unity I’ll need to adjust the Xcode project it generates. If so, that’s a bit finicky for what I’m trying to accomplish.
I’ve never tried to build out of Unity before so I don’t know how it makes projects. It seems rather silly that it would write out a new project file every time. Perhaps somewhere in Unity you can add things that it needs to add to the project, much like our SDK builds can update the Info.plist, AndroidManifest.xml for you, copy libraries to the right folder and link them, etc. If you have to go adjust the Xcode project every time you build that’s going to be super annoying.
As for the libstc++.6.dlyb, the engineer wasn’t clear when he said to add it. I would have assumed I would need to copy it to the project folder and then add it in Xcode as a library, but it sounds like the Link Binary with Libraries is adding it.
I’ll see if I can get a more indepth answer from the engineers.
Thanks Rob–I hadn’t thought of that. I didn’t see anything obvious, but it makes sense that there might be somewhere in Unity to specify Xcode project settings. I’ll dig around a little.
An engineer got back to me with more information today. He said:
You can do this using something unity has called postprocessbuild script. You need to write a script in js or python and you can execute this script.
He’s not 100% sure how to do this, but this example should get you close. For reference, in the script you can pass the xcode project location and then create a variable in python :
Hm, that didn’t work for me. (Don’t know Xcode that well, but I’m assuming you meant to link libstdc++.6.dylib in the “Link Binary With Libraries” build phase, which adds it to the Frameworks folder.)
2nd question before pursuing this any further: It looks like, unless I’m misunderstanding something, every time I build from Unity I’ll need to adjust the Xcode project it generates. If so, that’s a bit finicky for what I’m trying to accomplish.
I’ve never tried to build out of Unity before so I don’t know how it makes projects. It seems rather silly that it would write out a new project file every time. Perhaps somewhere in Unity you can add things that it needs to add to the project, much like our SDK builds can update the Info.plist, AndroidManifest.xml for you, copy libraries to the right folder and link them, etc. If you have to go adjust the Xcode project every time you build that’s going to be super annoying.
As for the libstc++.6.dlyb, the engineer wasn’t clear when he said to add it. I would have assumed I would need to copy it to the project folder and then add it in Xcode as a library, but it sounds like the Link Binary with Libraries is adding it.
I’ll see if I can get a more indepth answer from the engineers.
Thanks Rob–I hadn’t thought of that. I didn’t see anything obvious, but it makes sense that there might be somewhere in Unity to specify Xcode project settings. I’ll dig around a little.
An engineer got back to me with more information today. He said:
You can do this using something unity has called postprocessbuild script. You need to write a script in js or python and you can execute this script.
He’s not 100% sure how to do this, but this example should get you close. For reference, in the script you can pass the xcode project location and then create a variable in python :