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iOS Build Successful but Could Not Load on Device #53

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gunsym opened this issue Sep 26, 2019 · 3 comments
Closed

iOS Build Successful but Could Not Load on Device #53

gunsym opened this issue Sep 26, 2019 · 3 comments

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@gunsym
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gunsym commented Sep 26, 2019

Environment

Xcode: 10.3
Target Platform: iOS - 12.0.1 / iPhone 6S (Device)

Steps to Reproduce

I had the same problem as in #31
After receiving error message:
Undefined symbols for architecture arm64:
"_onUnityMessage", referenced from:

Following the steps in #31 , I removed UnityMessageManager.cs, the JsonDotNet folder and link.xml

The build is successful but there is now a 0_abort_with_payload error

This is what I get in the debug log.
" Referenced from: /var/containers/Bundle/Application/75D04D06-E198-4D91-9B0E-267E82E507BA/Runner.app/Runner Reason: image not found "

Actual Behavior
Screen Shot 2019-09-26 at 2 48 04 pm

Is anybody else having this problem and managed to get around this? Thanks in advance

@gunsym gunsym changed the title iOS iOS Build Successful but Did Not Load on Device Sep 26, 2019
@gunsym gunsym changed the title iOS Build Successful but Did Not Load on Device iOS Build Successful but Could Not Load on Device Sep 26, 2019
@TarekMedhat
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TarekMedhat commented Sep 27, 2019

Make sure that UnityFramework.framwork is added to your Runner > General settings > Embedded Binaries.
Does it work using flutter run or crashes on launch as well?

@gunsym
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gunsym commented Sep 28, 2019

Thanks @TarekMedhat , I missed that!

Flutter run works and it launches successfully on the device.

With Xcode, after including UnityFramework.framework in Embedded Binaries, it fires up on the device.

Thanks again for the help.

Screen Shot 2019-09-28 at 9 50 27 pm

@gunsym gunsym closed this as completed Sep 28, 2019
@TarekMedhat
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@gunsym You are more than welcome, I'm glad I was able to help :).

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