I'm building an iOS static library (i.e. a .a file) which I include in the Assets/Plugins/iOS folder of my Unity project so that the Mono C# scripts attached to my Unity scene objects can call functions in the iOS static library.
The static library makes calls into a Swift framework. It is not a standard Apple framework, but one I wrote. This is fairly straightforward, I just need to `@import` the framework in the Objective-C .m file where the framework is used.
But to include the framework in the Xcode project built by Unity for iOS I need to add the framework file to that Assets/Plugins/iOS folder of my Unity project. This presents a problem. In the Xcode project that Unity writes as part of the build process it puts my static library, the .a file, into `Libraries/Plugins/iOS` and it puts the framework file into `Frameworks/Plugins/iOS` and it nests them that way in the Xcode project structure itself:
![Screenshot of xcode][1]
When I run the project it crashes when my static library code tries to access the framework:
>dyld: Library not loaded: >@rpath/IOSPluginTestFramework.framework/IOSPluginTestFramework >Referenced from: /var/containers/Bundle/Application/C62F676F-CC52-414F-B996-D46C82ECC29A/ProductName.app/ProductName > Reason: image not found >(lldb)
How do I get Unity to ensure the framework is found by my static library code?
[1]: http://i.stack.imgur.com/bqqpFm.png
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