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View Code? Open in Web Editor NEWXCode 4 project editor for Unity3D postprocess.
License: MIT License
XCode 4 project editor for Unity3D postprocess.
License: MIT License
I noticed this function in PBXBuildFile.cs
public bool AddCompilerFlag( string flag )
and I've spent the better part of a day trying to figure out how to use XCodeEditor-for-Unity to add a compile flag to a list of files, but I'm not sure about the best way to do it.
What is the preferred way to do it? Sorry if this isn't the best channel to ask this question.
After a standard iOS build, there's a chance I get this exception.
Stacktrace:
IOException: Sharing violation on path /Users/frarees/Desktop/sandbox/Unity-iPhone.xcodeproj/project.pbxproj
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) (at /Applications/buildAgent/work/3df08680c6f85295/mcs/class/corlib/System.IO/FileStream.cs:320)
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
(wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) (at /Applications/buildAgent/work/3df08680c6f85295/mcs/class/corlib/System.IO/StreamWriter.cs:124)
System.IO.StreamWriter..ctor (System.String path, Boolean append)
(wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool)
System.IO.File.CreateText (System.String path) (at /Applications/buildAgent/work/3df08680c6f85295/mcs/class/corlib/System.IO/File.cs:159)
UnityEditor.XCodeEditor.XCProject.Save () (at Assets/Editor/XCodeEditor/XCProject.cs:958)
XCodePostProcess.OnPostProcessBuild (BuildTarget target, System.String path) (at Assets/Editor/XCodePostProcess.cs:21)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
I suppose this is due to Xcode being launched (pbxproj is being read) while it's still writing on Xcode files.
I'm experimenting with apply multiple modifications to a project. The specific issue I'm running into is that if a framework already exists there is an early out in XCProject::AddFile. If it already exists and the current request to add file states it should not be weak then the entry should have the weak attribute removed.
Hi All
I am trying to copy some sound files (*.wav) in to XCode root folder. The files are copying fine by calling XCProject.AddFile function, however, their target membership (Unity-iPhone and Unity-iPhone Tests) are not set and I have to manually check Target Membership -> Unity-iPhone.
Is there any way while adding files to Xcode root folder, I could set Target memberships?
Hello there.
I have a two different sets of post process build utilities to run. One is this post process build player, and another is similar but performs differently. For the second post process build to run it needs the comments that denote the sections of the pbxproj file in order to process correctly.
Is there any wait to tell this utility to keep those comments. If I'm not able to do this it breaks all functionality.
Some examples of the comments I'm talking about are:
/* Begin PBXBuildFile section /
/ End PBXBuildFile section /
/ Begin PBXContainerItemProxy section /
/ End PBXContainerItemProxy section */
and so forth...
Another question I have is, how do I configure the framework search paths build configuration? Your sample doesn't provide anything regarding that.
After a standard build using XCodeEditor, it keeps throwing me messages like this:
An element with the same key already exists in the Dictionary<TKey, TValue>
This happens on the parser. It seems it's reading the same key twice or more.
Hi
First of all great work!
I've noticed that you have some commented python code in some of the cs files. Have you done any more work in making this python compatible?
cheers
BuildPipeline.BuildPlayer(levels, "xcode_project", BuildTarget.iPhone, BuildOptions.None);
This code causes the following error:
UriFormatException: Invalid URI: The format of the URI could not be determined: xcode_project/.
System.Uri rootURI = new System.Uri( ( projectRootPath + "/." ) ); in XCodeEditor/XCProject.cs
check this:
Everyplay/everyplay-ios-sdk#20
Unity 4.5.0f6
OS X 10.9.2
XCode 5.1.1
Having an issue attempting to add folders to an xcode project. The folders portion of my proj mod is set as follows.
{
...// Other data.
"folders": [
"Folder1",
"Folder2"
],
...// Other data
}
Both folders are in the same location as the projmod file, but after adding a log message into the AddFolder method it seems this is failing the check of if the directory exists.
Just copied all stuff to Editor folder then got the following error:
Assets/Editor/XCodeEditor-for-Unity/XCMod.cs(4,14): error CS0246: The type or namespace name `MiniJSON' could not be found. Are you missing a using directive or an assembly reference?
What's wrong? Did I miss something?
The version of Unity is 4.0.1 on OS X.
File names with + are required to be wrapped in quotes.
I've tested a change that adjust the construction of PBXFileReference to check for a "+". I also adjusted XCProject.GetFile to normalize the name passed in to include quotes.
Hi. thank you for your great project.
I'm making CI using jenkins in mac.
When I build xocde after build. Build failed with log that Atomatically managing signing is 'Automatic'.
So I search the solution. I found your project. And I attacted your project below Editor folder.
But It is required
Assets/Script/Test/XCodeEditor-for-Unity-master/XCMod.cs(4,14): error CS0246: The type or namespace name `MiniJSON' could not be found. Are you missing a using directive or an assembly reference?
I don't know about MiniJSON. What I do for install your project. And How can I use your function in jenkins. Could you give me a advise with details.
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