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Asked By
Voyga
1
The exported xcode project cannot be parsed if I entered the correct App Team ID name, however if I enter some random text (like “asdfhhj”), I will be able to open the project and modify the team id later in xcode
2
got this error when trying to build and run on my iPhone
"_OBJC_CLASS_$_SKProduct", referenced from:
l_OBJC_$_CATEGORY_SKProduct_$_LocalizedPrice in DYEDUNGEON.a(in_app_store.iphone.opt.debug.arm64.o)
"_OBJC_CLASS_$_SKPayment", referenced from:
objc-class-ref in DYEDUNGEON.a(in_app_store.iphone.opt.debug.arm64.o)
"_OBJC_CLASS_$_SKPaymentQueue", referenced from:
objc-class-ref in DYEDUNGEON.a(in_app_store.iphone.opt.debug.arm64.o)
"_OBJC_CLASS_$_SKProductsRequest", referenced from:
objc-class-ref in DYEDUNGEON.a(in_app_store.iphone.opt.debug.arm64.o)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)```
3
got this error when trying to run on simulator
```ld: warning: ignoring file /Users/t/Projects/Parsons/Lab/DYEDUNGEON/build/iOS/DYEDUNGEON.a, missing required architecture i386 in file /Users/t/Projects/Parsons/Lab/DYEDUNGEON/build/iOS/DYEDUNGEON.a (2 slices)
ld: entry point (_main) undefined. for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)```
i had the similar problem and i read something like if u try to run it on simulator with i386 it will fail while i was googling around. so i just skipped the iOS simulator part and exported to test flight and it worked.
i hope this helps.
thanks for replying, so the app works on your phone? i don’t need the simulator either only need it on my phone but it always has errors
Voyga | 2018-04-22 05:22
sadly no. i’m having a different issue that’s happening when i export it to mac or ios.
so i’m trying to debug it on a mac ver. but at least except for that specific part, it runs well on my phone.
A quick web search shows that you generally get linker errors such as clang: error: linker command failed with exit code 1 (use -v to see invocation) due to missing libraries. For me it was the StoreKit.framework. This is solved by going to Build Phases > Link Binary With Libraries And pressing the plus button to add a library. In my case I just searched for StoreKit and added the library.
Due to the nature of Godot, you can’t run on a simulator for whatever reason - Maybe because of OpenGl issues (3.0 vs 2.0?). I think it says something about compiling in the docs which may give you more luck if you need to run it on a simulator: