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JohannesDeml avatar JohannesDeml commented on July 18, 2024 3

Hey there,

The issue still persists, but I did a bit of digging and found a connection to issue #10
Everybody who has this problem, probably uses some other script/plugin that changes the dependencies. With your plain vanilla project I had no problems building and running the project, but with my main project it just didn't work. The reason for this, is that the dependency in the build phases is lost. Here is what you need to do:
screen shot 2018-01-12 at 11 03 08

This is also what tobytaro pointed out as well as M0rph3v5. I just needed a visual clue to understand what they mean. I hope this helps others :)

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JohannesDeml avatar JohannesDeml commented on July 18, 2024 1

Hi Simon,

did you try using the plugin in a plain project? This would assure that your setup should be working as expected. If that is the case, my guess is that you're using some other plugin that is called after the iMessageSticker PostProcess Build and overwrites the changes. Search for PostProcessBuild in other scripts. iMessageSticker uses the attribute here: https://github.com/agens-no/iMessageStickerUnity/blob/master/Assets/Stickers/Editor/StickersBuildPostProcess.cs Maybe changing the value to something high like 900000 so the step is called last might fix the problem.

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firepunchd avatar firepunchd commented on July 18, 2024 1

You're tip concerning the post process build order WAS right!
Xcode 10 was the issue.
I googled the Command CodeSign failed with a nonzero exit code error and found a forum post which told me to update Xcode to 10.1.
Worked!
Thanks so much!

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MccaMorgan avatar MccaMorgan commented on July 18, 2024

Hey I'm having this issue too, any updates?

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Skjalgsm avatar Skjalgsm commented on July 18, 2024

I need more information regarding how to produce this error. I have not seen it before and I don't know how to get it.

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tobytaro avatar tobytaro commented on July 18, 2024

@MccaMorgan
I used unity 2017.1.0f3,
I seems that I need to add dependency manually in Xcode to make it build successfully.
But every time I build from unity to Xcode, the dependency gone and I need to add it again. It's very annoying.

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kaka12300wu avatar kaka12300wu commented on July 18, 2024

@tobytaro Can you tell more infos please? You made it build success by adding which dependency?

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kaka12300wu avatar kaka12300wu commented on July 18, 2024

@Skjalgsm We are trying to use this Toolkit too,what information do you need?

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Skjalgsm avatar Skjalgsm commented on July 18, 2024

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kaka12300wu avatar kaka12300wu commented on July 18, 2024

@Skjalgsm for some reasone I can not provide the Unity project,our Unity Version is 5.4.5P3,Xcode Version is 8.2.1,and our project is using XUporter,included xcodeapi from Unity.
It seems this issue is similar with ours: https://answers.unity.com/questions/938476/empty-project-empty-apple-watch-does-not-compile-i.html

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Skjalgsm avatar Skjalgsm commented on July 18, 2024

I have now made an update to this plugin. It requires that you redo your Xcode generation from unity in order to work. Can you please test to see if it works for you now?

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Skjalgsm avatar Skjalgsm commented on July 18, 2024

Closing this issue now as I believe it to be fixed. please reopen again if you can't get it to work.

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firepunchd avatar firepunchd commented on July 18, 2024

Hello.

When I try the above workaround I get this error message:

👎 Cycle in dependencies between targets 'Unity-iPhone' and 'Unity-iPhone-Stickers'; building could produce unreliable results.
Cycle path: Unity-iPhone → Unity-iPhone-Stickers → Unity-iPhone

Any ideas?

Help appreciated.

Simon

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firepunchd avatar firepunchd commented on July 18, 2024

Hey.
I'm a bit panicking since I can't get the plugin to build anymore and I need to submit to Apple this week. We are still stuck at the same spot not being able to use the workaround because of the cycle issue mentioned above. Does anyone have an idea? We are using XCODE 10 and Unity 2017.4.1f1.

Thanks!

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firepunchd avatar firepunchd commented on July 18, 2024

Hi.
I really appreciate you trying to help me!!
I just tried the fix and at the same time tried to build the plain project. I now get this error in XCODE.
Do you have any idea what is happening?

CodeSign /Users/admin/Library/Developer/Xcode/DerivedData/Unity-iPhone-fobqiyvsdutjhfemnwaibqnqbzek/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/Unity-iPhone-Stickers.appex (in target: Unity-iPhone-Stickers)
cd /Users/admin/Documents/xcodeStickerPure000
export CODESIGN_ALLOCATE=/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/codesign_allocate

Signing Identity: "iPhone Developer: Simon XXXXX(Q9RN95)"
Provisioning Profile: "iOS Team Provisioning Profile: *"
(5__726-988e-
-af53-
__)

/usr/bin/codesign --force --sign 2D5605D8CAECE8F97CAB271B0340F3B0D2FEEB92 --entitlements /Users/admin/Library/Developer/Xcode/DerivedData/Unity-iPhone-fobqiyvsdutjhfemnwaibqnqbzek/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone-Stickers.build/Unity-iPhone-Stickers.appex.xcent --timestamp=none /Users/admin/Library/Developer/Xcode/DerivedData/Unity-iPhone-fobqiyvsdutjhfemnwaibqnqbzek/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/Unity-iPhone-Stickers.appex

/Users/admin/Library/Developer/Xcode/DerivedData/Unity-iPhone-fobqiyvsdutjhfemnwaibqnqbzek/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/Unity-iPhone-Stickers.appex: replacing existing signature
/Users/admin/Library/Developer/Xcode/DerivedData/Unity-iPhone-fobqiyvsdutjhfemnwaibqnqbzek/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/Unity-iPhone-Stickers.appex: errSecInternalComponent
Command CodeSign failed with a nonzero exit code

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JohannesDeml avatar JohannesDeml commented on July 18, 2024

Sounds like a signing problem... Did you create a provision profile for your stickers? It is your appname with a ".stickers" at the end, like "com.company.title.stickers".
You might also need to set that provisioning profile in XCode for the stickers pack.

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