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Xcode problem sending app to my iPad air.

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I'm trying to get my program to run on my iPad air. It has OS 9.1, I'm using Unity 5.2.2 and Xcode 7.1. When I push it to the iPad I get a build Succeeded message with the app icon showing on the iPad. Then the screen goes dark as I would expect it to; it's at this point it should be loading the splash screen. But instead I get this: int main(int argc, char* argv[]) { @autoreleasepool { UnityInitTrampoline(); UnityParseCommandLine(argc, argv); RegisterMonoModules(); NSLog(@"-> registered mono modules %p\n", &constsection); RegisterFeatures(); // iOS terminates open sockets when an application enters background mode. // The next write to any of such socket causes SIGPIPE signal being raised, // even if the request has been done from scripting side. This disables the // signal and allows Mono to throw a proper C# exception. std::signal(SIGPIPE, SIG_IGN); UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]); } return 0; } The line UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]); is highlighted in red. I've tried googling the term but I'm getting different posts about older versions of Unity which don't resolve the problem. I've deployed an older version of this app successfully Using older versions of Unity and Xcode. The main differences are that this app has a new name and graphics, is now free and uses Unity Ads. It also had the Chartboost SDK installed but I removed those files.

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