It should have been fixed shortly after that post.
Rob
It should have been fixed shortly after that post.
Rob
I seem to be getting this as well. Same error message as above.
Can you post your build.settings?
Thanks
Rob
Got it fixed actually. This thread was most helpful:
https://coronalabs.com/blog/2016/02/24/important-changes-supportedplatforms-in-build-settings/
Didn’t have the iPhone-sim entry.
I’m having this problem right now. Has this been fixed? What exactly is the iPhone-sim entry?
In your build.settings for the plugin you probably have a “supportedPlatform” line, something like this:
plugins = { ["plugin.somePlugin"] = { publisherId = "com.coronalabs", supportedPlatforms = { iphone = "true", android = "true" } }, },
The supportedPlatforms line is a limiter. It says only load the plugin for these devices. The iOS Xcode simulator is technically a different platform. The plugins have to be built for an X86 architecture instead of an ArmV7 to work on the iOS Xcode simulator. This means that if you want to run a plugin on that simulator and you’re using a supportedPlatforms line, then you have to include all the platforms you want, like:
["plugin.iCloud"] = { publisherId = "com.coronalabs", supportedPlatforms = { iphone=true, ["iphone-sim"]=true }, },
Since “iphone-sim” has a non-letter/number in it, you have to include it in quotes inside square brackets. You could also simply remove the supportedPlatforms line. The supportedPlatforms line exists so you can exclude plugins on certain devices. The best example is the social plugin.
In the early days the social plugin had iOS friendly features, but those were all iOS 6 style features and anyone wanting to do sharing today would use the Activity plugin on iOS. The Social plugin however is still important for Android with regards to sharing. To keep your app size down, you may not want to include the social plugin for iOS build. Using supportedPlatforms allows you to restrict which OS’s to load the plugin for.
Rob
I seem to be getting this as well. Same error message as above.
Can you post your build.settings?
Thanks
Rob
Got it fixed actually. This thread was most helpful:
https://coronalabs.com/blog/2016/02/24/important-changes-supportedplatforms-in-build-settings/
Didn’t have the iPhone-sim entry.
I’m having this problem right now. Has this been fixed? What exactly is the iPhone-sim entry?
In your build.settings for the plugin you probably have a “supportedPlatform” line, something like this:
plugins = { ["plugin.somePlugin"] = { publisherId = "com.coronalabs", supportedPlatforms = { iphone = "true", android = "true" } }, },
The supportedPlatforms line is a limiter. It says only load the plugin for these devices. The iOS Xcode simulator is technically a different platform. The plugins have to be built for an X86 architecture instead of an ArmV7 to work on the iOS Xcode simulator. This means that if you want to run a plugin on that simulator and you’re using a supportedPlatforms line, then you have to include all the platforms you want, like:
["plugin.iCloud"] = { publisherId = "com.coronalabs", supportedPlatforms = { iphone=true, ["iphone-sim"]=true }, },
Since “iphone-sim” has a non-letter/number in it, you have to include it in quotes inside square brackets. You could also simply remove the supportedPlatforms line. The supportedPlatforms line exists so you can exclude plugins on certain devices. The best example is the social plugin.
In the early days the social plugin had iOS friendly features, but those were all iOS 6 style features and anyone wanting to do sharing today would use the Activity plugin on iOS. The Social plugin however is still important for Android with regards to sharing. To keep your app size down, you may not want to include the social plugin for iOS build. Using supportedPlatforms allows you to restrict which OS’s to load the plugin for.
Rob