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spatial-anchors-unity-ios-xcode.md

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53 lines (36 loc) · 2.15 KB
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.

Convert the Xcode project to xcworkspace containing Azure Spatial Anchors references

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.

Deploy the app to your iOS device

Connect the iOS device to the Mac and set the active scheme to your iOS device.

Select the device

Select Build and then run the current scheme.

Deploy and run

Note

If you see a library not found for -lPods-Unity-iPhone error, you probably opened the .xcodeproj file instead of the .xcworkspace file.