iOS export problems

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:bust_in_silhouette: 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)```
:bust_in_silhouette: Reply From: di

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.

di | 2018-04-22 05:42

:bust_in_silhouette: Reply From: thebartyparty

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:

Hope this answer helps!