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Building on Unity-iOS fails, whereas Unity-Android works fine
Posted Date: 2020-10-09 18:46     Edited Date: 2020-11-03 2:16     Writer: inactive

Hi all!

1. SDK Version: I'm using the 5.0.x Version of MaxstAR for Unity
2. Development Environment: The app I'm developing should be built on Android AND iOS, using Unity.
3. Tracker/Scanner: I'm only using ImageTracking, throughout the app.
4. License Type: I got a Pro one-time license
5. Target Device(Optional): Everything is fine for Android, but there is a number of building errors on iOS.

I also got a file with the errors. Unfortunately, I cannot attach it to this post (too long), but I'm happy to provide you with it.
Here are screenshots of the libraries, I have added, according to several posts in this forum (it was quite difficult, as most of the posts were not in English)

I need to finish this app very soon, so I would really appreciate your help!
Thank you so much in advance and have a nice day!
Best,

Lea

Posted Date: 2020-10-12 2:40     Edited Date: 2020-10-12 2:40     Writer: sjkim

Thanks for your interest in our MAXST AR SDK.

 

Please check the bottom checklist for the solved problem.

 

1) Did you properly add ARKit.framework, Accelerate.framework and libMaxstAR.files to “Targets/UnityFramework/General/Frameworks and Libraries” before proceeding with the build in XCode?

(Set the Platforms of ARKit.framework, Accelerate.framework and libMaxstAR.a file to macOS + iOS)

 

2) Have you properly added ARKit.framework, Accelerate.framework and libMaxstAR.files to “Targets/UnityFramework/Build Phases/Link Binary With Libraries” before proceeding with the build

in XCode?

(Set the Platforms of ARKit.framework, Accelerate.framework and libMaxstAR.a file to macOS + iOS)

 

If you have other questions, feel free to ask us.

 

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-12 15:53     Edited Date: 2020-10-12 15:53     Writer: inactive

Hi Francisco!

Thank you for your fast reply! I have checked your recommendations, but unfortunately, the same errors occur.

1) ARKit.framework, Accelerate.framework and libMaxstAR.a are correctly added to "Frameworks and Libraries".

2) ARKit.framework, Accelerate.framework and libMaxstAR.a are correctly added to "Link Binary With Libraries".

What do you mean exactly with "libMaxstAR.files"? There is no file named like that, only libMaxstAR.a. Is there a file missing?

Thanks again for your support! If you need, I can send you a text file with the build errors.

Best,

Lea

Posted Date: 2020-10-13 7:35     Edited Date: 2020-10-13 7:35     Writer: sjkim

We say the libMaxstAR.file mean a libMaxstAR.a.

Sorry for the confusion.

 

Had you signed an ARKit.framework and Accelerator.framework at the framework and Libraries of General?

 

Please refer to the bottom image.

 

 

If you have other questions, feel free to ask us.

 

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-13 13:18     Edited Date: 2020-10-13 13:18     Writer: inactive

Hi Francisco,

please refer to the first image I have sent in the last post. This shows exactly what you were asking for. 

I have sent another mail to Alyssa with the error messages attached. Please have a look at the error messages and suggest another solution.

Best,

Lea

Posted Date: 2020-10-16 2:21     Edited Date: 2020-10-16 2:21     Writer: sjkim

Sorry for the too late reply.

 

Please answer the bottom checklist for the solved problem.

1) Have your development in objective c code?

2) Does objective c have m extension? Objective c must have mm extension to avoid problems.

 

And then, Would you write a specific development environment?

For example, Build target, ios version and XCode version.

 

If you have other questions, feel free to ask us.

 

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-17 11:10     Edited Date: 2020-10-17 11:10     Writer: inactive

Hi Francisco!

Thanks for your reply. Indeed I have one plugin that uses objective c and there is one class with only an .m extension. How can I change it to .mm?
But regardless of that, it is not that plugin throwing errors!

I am developing in Unity 3D Community version 2019.4.7f1 (is this version maybe to old for the license key version 5.0x? Android builds are fine!)

The build target is iOS14 (but I never got far enough to test ANY build on iOS), minimum iOS version 11 (and 4.4 - level 19 for Android), XCode version 12

Is it possible to have a "face-to-face" debug session? I really need to solve this problem as fast as possible, as there is an important release deadline coming up!

Thank you for your support!

Best,

Lea

Posted Date: 2020-10-19 4:43     Edited Date: 2020-10-19 4:44     Writer: sjkim

We built the MAXST AR SDK for the same development environment as you, but we build normally.

It does not appear to be a problem with our MAXST AR SDK, but with the library of XCode.

 

Please delete the existing XCode and do install a new XCode.

 

If you have other questions, feel free to ask us.

 

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-19 19:28     Edited Date: 2020-10-19 19:28     Writer: inactive

Hi Francisco,

We have re-installed the newest version of XCode and again set all dependencies, but the same errors occur. 

Does the error message, which I sent to Alyssa, give you any hint on what could be wrong?

Would it be possible to have a face-to-face debug session?

Best,
Lea

Posted Date: 2020-10-20 8:10     Edited Date: 2020-10-20 8:10     Writer: sjkim

We responded to your question by e-mail. 

So please check.

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-23 5:27     Edited Date: 2020-10-23 5:27     Writer: inactive

Hi Francisco!

I have just imported your SDK in a new project and tried to build a sample scene on iOS, but it won't work. Does iOS generally build on a free-to-use-license? (I have used my free license for testing). It does not build neither vor .NET 2, nor .NET 4.

All setups were completely reset and all libraries were added as recommended.

Please help,

Best,
Lea

Posted Date: 2020-10-27 4:57     Edited Date: 2020-10-27 4:57     Writer: sjkim

We are sorry that the issue has not been resolved over time.

 

Please check the bottom picture to solve the problem

 

//Uncheck the mac at deployment info of general of Unity-iPhone.

 

//Add to frameworks and libraries at Frameworks and libraries of general of UnityFramework.

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-29 20:45     Edited Date: 2020-10-29 20:45     Writer: inactive

Hi Francisco! 

Fortunately, I got my code working, finally! I tried to run several sample projects, but finally with the github project you have provided on your website, I could make it work!

However, my Android .apk is now throwing an error when I try to publish the app in the Google AppStore.
The error says "The ARCore dependency type com.google.ar.core is missing from the AndroidManifest.xml file although the meta-data tag com.google.ar.core.min_apk_version has been specified."

Do you have once more some suggestions?

Thank you very much for your never-ending support,

Lea

Posted Date: 2020-10-30 8:05     Edited Date: 2020-10-30 8:05     Writer: sjkim

You're missing the ARCore dependency minimum version in AndroidManifest.xml.

 

Therefore, You must replace <meta-data android:name="com.google.ar.core" android:value="optional" /> 

to <meta-data android:name="com.google.ar.core.min_apk_version" android:value="24" />

 

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-10-30 8:40     Edited Date: 2020-10-30 8:40     Writer: inactive

Hi Francisco! 

Thank you for suggesting this! I've tried to change the AndroidManifest.xml in folder Temp - gradleOut - launcher - intermediates - instant_app_manifest - release and rebuilt the .apk. But it didn't work, I got the same error in GooglePlayStore. But I'm not sure if that was the correct way to change it...

I've replaced the line <meta-data android:name="com.google.ar.core.min_apk_version" android:value="190708000" /> to <meta-data android:name="com.google.ar.core.min_apk_version" android:value="24" />

Did I do anything wrong? 

Best,
Lea

Posted Date: 2020-11-02 8:09     Edited Date: 2020-11-02 8:09     Writer: sjkim

Do you add a dependency of ARCore in the gradle file?

 

Please check out.

And then, you forgot a dependency of ARCore. Add to the bottom code in gradle file.

 

dependencies {
    implementation 'com.google.ar:core:1.11.0'
}

 

 

Best regards,

Francisco

MAXST Support Team

Posted Date: 2020-11-02 13:59     Edited Date: 2020-11-02 13:59     Writer: inactive

Hi Francisco! 

I was changing the wrong AndroidManifest! It's simply loacated in Assets/Plugins/Android. I also had two .aar files from ARCore accessing the same Code, so I needed to delete one of them.
But finally: the app is up and running!

Thank you so much for your support and the regular suggestions for new fixes. I've learned a whole lot of new things ;)

I really appreciate your help!

Best,
Lea 

Posted Date: 2020-11-03 2:16     Edited Date: 2020-11-03 2:16     Writer: sjkim

Congratulations on resolving the issue.

 

Best regards,

Francisco

MAXST Support Team