![]() ![]() Ld: could not reparse object file in bitcode bundle: 'Invalid bitcode version (Producer: '1205.0.22.11.0_0' Reader: '1200.0.32.29_0')', using libLTO version 'LLVM version 12.0.0, (clang-1200.0.32.29)' for architecture arm64Ĭlang: error: linker command failed with exit code 1 (use -v to see invocation) I can build and test the game locally - works great and I love the gamepad support - I used InControl for my last 2 games too.īut when I build an archive it fails with this error Im using Xcode 12.4 with MacOS 10.15.7 on a Late 2013 MacBook Pro, building for iOS 13 and Arm64 only. ![]() Under “Link Binary With Libraries” add amework and see if that helps.Ĭlick to expand.I think this is related to an issue im having. Click on the project at the root of the hierarchy in Xcode, then select the target and find the Build Phases tab. It’s probably amework judging by the error. The actual error is something else and it looks like you need to add a library to your project in Xcode. I’ve not seen the 4-byte alignment warning, but that’s just a warning. In any event, back to the error you mentioned. Or otherwise the errors could be because you didn’t first delete the InControl folder entirely before importing the new version and you ended up with some files that shouldn’t be there. Beyond that the actual API has barely changed at all, so upgrading should not cause errors. Probably all the errors you ran into trying to upgrade to the latest version was due to InControl having an assembly definition added more recently, so you might need to add an assembly definition to your code and reference InControl’s assembly. I've replied by email, but for others who might run into this: Help! What can I do? Do note that I have NOT checked the ICade checkbox in the InControl settings. I have since removed the Assembly - Deleted the Incontrol folder, reinstalled Incontrol by adding it from the package manager. I also created an empty Assembly inside /ExternalPackages/asdf.assembly.Īfter this the IOS build fails with the above message. I have successfully built before, but earlier today I created a /ExternalPackages/ folder, and moved the InControl folder in there. I got this error today: clang: error: no such file or directory: '/Users/bjorntornqvist/git/kobolt-repo/Builds/Libraries/ExternalPackages/InControl/Plugins/iOS_tvOS/ICadeManager.m' Hi! I found this thread by searching for a solution. If you have this error, and tried adding/removing InControl with no luck, then do try to build to a clean directory. I'm happy staying with 13 and won't troubleshoot this issue further, but in retrospect I should probably have instructed Unity to build to a clean directory. So I upgraded the IOS target SDK (in the Unity Player settings) from the default 11 to 13, and made a new build. Add virtual touch controls, or keyboard mappings to your game with just a few clicks, and have it feed right into the API you’re already using as a virtual controller.EDIT! Leaving this here for others to find. All the heavy lifting of mappings are handled for you with dozens of controllers handled cross-platform, and more being added continually. InControl makes it a snap to add controller support to your game with a simple, powerful API. Apple MFi controller (iOS 7+, Apple TV).InControl is a unified, cross-platform input manager for Unity that standardizes mappings for common controllers. IMPORTANT: Please remove the existing InControl folder when upgrading, and ensure you have a backup of your project. ![]() ![]() Show More Older Versions “If possible, please buy the package to support the developer” ![]()
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