author | ms.service | ms.topic | ms.date | ms.author |
---|---|---|---|---|
ramonarguelles |
azure-spatial-anchors |
include |
1/29/2019 |
rgarcia |
Select Build. In the dialog box that opens, select a folder to export the Xcode project to.
When the export is complete, a folder that contains the exported Xcode project will appear.
Note
If a window asking you if you want to replace or append appears, we recommend that you select Append because it's faster. You should only need to select Replace if you're changing assets in your scene. (For example, if you're adding, removing, or changing parent/child relationships, or if you're adding, removing, or changing properties.) If you're only making source code changes, Append should be enough.
In the exported Xcode project folder, run this command in the Terminal to install the necessary CocoaPods for the project:
pod install --repo-update
Now you can open Unity-iPhone.xcworkspace
to open the project in Xcode:
open ./Unity-iPhone.xcworkspace
Note
See the troubleshooting steps here if you're having CocoaPod issues after upgrading to macOS Catalina (10.15).
Select the root Unity-iPhone node to view the project settings, and then select the General tab.
Under Signing, make sure Automatically manage signing is enabled. If it's not, enable it, and then select Enable Automatic in the dialog box that appears to reset the build settings.
Under Deployment Info, make sure the Deployment Target is set to 11.0
.
Connect the iOS device to the Mac and set the active scheme to your iOS device.
Select Build and then run the current scheme.
Note
If you see a library not found for -lPods-Unity-iPhone
error, you probably opened the .xcodeproj
file instead of the
.xcworkspace
file.