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  1. Location
    ěresundsregionen
    Posts
    465
    Through various tests I'm also stuck.

    I went into the trampoline project and fixed it so that Unity by default builds for iOSDevice instead of Simulator - to get rid of that "first time thing".

    But I still get the missing ipa at path MISSING error. Seems like the script is trying to look at a wrong pathname and/or its not waiting until the compression process is completed. Noticed a few times by monitoring the build folder that the ipa file appears after the error message pops (2-3 seconds).

    Then again we got a somewhat large project (250'ish mb uncompressed .app), so might be something with that. But when manually trying to "Locate ipa file", it doesnt allow me to pick the final .ipa file - so the filename its looking at might be wrong as well.

    Manually trying to build the project in xcode fails as well (the project generated by Auto Pilot)! Building the project via normal Unity xcode build process works.

    I've given up for now and hope that a Skype support session can fix it.

    /Thomas
    ElectroCute * Smack Boxing * TouchWars * Monster Ball * Smack Hockey * Tactical Soldier
    Unity SmartFoxServer API * Unity Asset Server Commit Mailer
    Follow on twitter: http://twitter.com/thomas_h_lund

  2. Administrator



    Location
    London, UK
    Posts
    3,308
    A bit of additional info:

    Sorry changes in Apple's pipe and/or TestflightApp.com are making things rocky at the moment. For some of us! It's a great tool.

    When I had an issue before with one of my apps, I found that the built app was fine. There was a hitch in the packaging that was causing auto pilot to stop. This time, even tho' I think I can build the file locally, and I've checked all my certs, if I take the built app and try to upload it using the "payload folder w/ app, zip and rename", I'm getting a certification error: 'Invalid IPA: missing embedded provisioning profile. Are you sure this is an ad hoc?' As the app was created by Autopilot... could this be a clue to the error above?

    [edit] When following the tutorial for creating an app for TestflightApp.com I find that they indicate I should create a new entitlement:


    And as I'm running Snow Leopard (10.6., I'm running Xcode 4.2, and I don't even see Code Signing:


    And looking thru the raw list of templates, there doesn't seem to be an entitlements template. IIRC, this is just a glorified plist, but I'd rather have the template (^_^).

    Now, running Xcode 3.2.5, oddly, I'm getting this error, and I didn't think I included this in anyway. This is a "clean build" from the build manager, rather than a build from Autopilot:


    But it is:


    Lastly Build & Archive does a build, even tho' it has the warning re: the dSYM file, but it doesn't load the build into the Organizer for sharing, so I can check the signing or make the ipa file as suggested...

    So - in general *I* am having issues pushing an ad hoc distribution build thru any form of Xcode (I have 3.2.6 + 4.3 on download, and am considering an upgrade to Lion...), so if I'm having issues, I don't doubt autopilot could too...

    You know, I really hate this part of the process, which is why AutoPilot is Sooooo Cooool!

    I have no clue if any of this information is helpful. I've just thrown it at the wall to see if any of it sticks and is useful to you.

    At this point, I'm going to take a pause and let the adults work on the issue.

    You have my skype address. Let me know if you'd need anything from me.


  3. Posts
    290
    I've gotten getting someone new onto my build via testpilot using this tool down to about 10 minutes now (8 of which is build & uploading)

    So if anyone's interested, I generally:

    1) Add the new device in the IOS portal once someone's accepted and registered their device in testflight.
    2) Xcode-> organizer, I use the "automatically provision devices" - just click refresh (or delete then click refresh, to get the provisioning profile with all available devices in it).
    The sledgehammer approach is to actually go into the portal and delete all your provisioning profiles. If you do that and go back to xcode, with "automatically provision devices" checked, and refresh, it will recreate the profile for you. Bonus: if it is the only profile, then autopilot / testflight will use it by default.
    3) Autopilot->Build & Upload

    And as long as the path doesn't have spaces in it, this just works.

    Best,
    Mike

  4. Administrator



    Location
    London, UK
    Posts
    3,308
    Runonthespot: You rat! (^_^)

    Can you tell me what configs you are running? Machine OS, Xcode and Unity Editor?

    Currently I'm running OS 10.6.8, Xcode 4.2(Build 4C199), and Unity 3.5.0f5


  5. Posts
    290
    OSX 10.7, Xcode 4.2.1, Unity 3.5 (can give more details on specific sub builds later if you like). The real trick is to let Xcode manage your provisioning, and just use a single team profile. PS, want to test my game ?

  6. Administrator



    Location
    London, UK
    Posts
    3,308
    I'd love to test your game (send me a test flight link!) ...

    But...

    I have two apps on the boil, and the second one seemed to upload fine (from the AutoPilot/Unity point of view) but I have yet to see it appear on testflightapp.com, which leads me to suspect something project related. Not sure what that means, in reality.


  7. Location
    Australia
    Posts
    46
    I was having similar issues with autopilot not building and coming up with an error with no extra comments, I started fiddling and moving files around when it finally built, uploaded to testflight, downloaded to the device, and then wouldn't open passed the unity logo. I'm using MacBookPro, Lion, Unity3.5, and had Xcode4.3.1 and 4.3 installed as 4.3.1 isn't working yet. After a few hours of repetition I finally removed Xcode 4.3.1 from the hdd and the autopilot build now works!

    So, that seemed to do the trick for me, there may be others who are having the same issue with multiple instances of Xcode installed.. give it a try I say

  8. Administrator



    Location
    London, UK
    Posts
    3,308
    masterchafe: What version of Xcode are you using with Lion, then?

    edit: I understand now. You are saying you had 4.3 and 4.3.1 installed... and you've removed 4.3.1 leaving 4.3. Gotcha.


  9. Posts
    848
    A small feature request to consider for future versions:

    I have an assembly that needs to check if the TestFlight SDK is enabled. Since I need to determine this at runtime, I included the following function:

    Code:  
    1.     public static bool IsEnabled()
    2.     {
    3.         return true;
    4.     }

    with the same thing returning false in the second code block for TestFlightSDK.cs.


  10. Location
    Tulsa, OK
    Posts
    85
    Thomas,

    I've had your problem a number of times in the past. My best guess is it has to do the TestFlightSDK. Try deploying to test flight but uncheck the Build with TestFlightSDK box in the AutoPilot preferences. I know that defeats the purpose but it helps narrow down the problem. If it deploys to testflight and you can run the game then you know it's the TestFlightSDK.

    I tried numerous concepts to fix it once it starts crashing during the Splashcreen. I deleted the iphone/build folder, deleted the xproj, deleted the SDK and reinstalled everything but no luck. My final solution was to rebuild my project from scratch in a new virgin project in a new folder. And that worked. It takes me a solid full day of work to do that. We're in final testing afterall thus the SDK. However, if I made a duplicate of my project for backup/versioning purposes the TestFlightSDK broke again in the duplicate build and nothing I did would repair it. So I was stuck with a build I could not duplicate. It's my theory that either Autopilot, the TestFlightSDK or Xcode is somehow remembering the folder path of your project and if you move or copy your project, something gets screwed up. Either permissions or a flag to that path. I even moved my project off the Mac HD and put it in users/chaneya since that's the default location for Unity projects. Either way the SDK is amazingly finicky and touchy and it has something to do with folder path or access.

    With that said I was never able to get the TestFlightSDK working using Xcode to deploy from Unity. So AutoPilot is my only option unless someone comes along with useful documentation about using the TestFlightSDK from a unity deploy in Xcode. The TestFlight docs are worthless and Xcode is an apocalyptic wasteland that I'm happy to avoid.

    Allan


  11. Posts
    848
    Quote Originally Posted by chaneya View Post
    Thomas,

    I've had your problem a number of times in the past. My best guess is it has to do the TestFlightSDK. Try deploying to test flight but uncheck the Build with TestFlightSDK box in the AutoPilot preferences. I know that defeats the purpose but it helps narrow down the problem. If it deploys to testflight and you can run the game then you know it's the TestFlightSDK.

    I tried numerous concepts to fix it once it starts crashing during the Splashcreen. I deleted the iphone/build folder, deleted the xproj, deleted the SDK and reinstalled everything but no luck. My final solution was to rebuild my project from scratch in a new virgin project in a new folder. And that worked. It takes me a solid full day of work to do that. We're in final testing afterall thus the SDK. However, if I made a duplicate of my project for backup/versioning purposes the TestFlightSDK broke again in the duplicate build and nothing I did would repair it. So I was stuck with a build I could not duplicate. It's my theory that either Autopilot, the TestFlightSDK or Xcode is somehow remembering the folder path of your project and if you move or copy your project, something gets screwed up. Either permissions or a flag to that path. I even moved my project off the Mac HD and put it in users/chaneya since that's the default location for Unity projects. Either way the SDK is amazingly finicky and touchy and it has something to do with folder path or access.

    With that said I was never able to get the TestFlightSDK working using Xcode to deploy from Unity. So AutoPilot is my only option unless someone comes along with useful documentation about using the TestFlightSDK from a unity deploy in Xcode. The TestFlight docs are worthless and Xcode is an apocalyptic wasteland that I'm happy to avoid.

    Allan
    Thanks for this! I've been having the same exact issues all day today...

    Edit: Tried your solution and still no luck. I'll likely have to skip out on integrating the TestFlight SDK until something is more stable/predictable on this end, I can't seem to get it working at all.
    Last edited by Thinksquirrel; 03-31-2012 at 08:07 PM.


  12. Posts
    127
    Hi there folks,
    Sorry I've been hard to contact this last week... getting ready to move has been taking up all my time.

    If you're stuck on using the plugin or getting the Testflight SDK building and you haven't heard back from me in the last week, please drop me a line at cratesmith@cratesmith.com. I'm worried in the rush a few people's requests have fallen through the cracks.

    I know a lot of people have been having issues, I'm doing my best to maintain support for unity 3.4 and 3.5... but with unity, osx and xcode all updating and causing new bugs I'm getting swamped with issues.

    I'm considering that in the future I may only support the latest version of unity & xcode, as that will keep things more stable for most users and give me more time to add features.

    Let me know what you think of this plan, as the approach I should take really comes down to what's best for people using the plugin.

  13. Administrator



    Location
    London, UK
    Posts
    3,308
    Hrm: And they seem to having their own troubles:





    [edit]

    This seems to be a personal thing. My account seems to be b*ggered at their site. I new test account works fine, but not my original one.

    Bah.


  14. Location
    Tulsa, OK
    Posts
    85
    ThinkSquirrel,

    Try this.

    The simplest test is to just create a new Unity Project and put a cube on the screen with a camera. (Just so you can see if it runs once deployed to TestFlight). Install AutoPilot and the SDK. Make sure to update your Bundle Identifier in the Player Settings and run AutoPilot and deploy to Testflight with SDK included.

    If this works then you'll know that your version of Xcode, Unity, AutoPilot and the TestFlightSDK are at least working together. This was my final test after I was ready to give up on the TestflightSDK. It worked for me. This led me to rebuild my project in a completely new folder with a new name and that worked.

    Here's the crazy thing. If I change the name of my project folder back to my original folder name, it breaks the SDK and my ability to run the game past the splashscreen. My best theory is that the SDK may be storing the name of your project either from the folder name or from the Product Name in Player Settings and the TestFlight guys are using that name somehow to keep track of the number of deployments to their site under your account. Even reinstalling the SDK will not fix this so it's not in the SDK. It's just a wild guess but I have a feeling that may be how they are going to monetize their service once they go to a paid service. ie Free gives you a certain number of deployments and paid gives you unlimited or something. It's just a wild guess though. AutoPilot is doing some really deep under the hood stuff with Xcode so it's also possible it's a path/naming convention/permissions thing between them that breaks the SDK.

    You might also try creating a virgin Unity project both on the MAC HD and in users. Lion introduced a ton of permissions changes that reminds me of the Vista days when every third party product was being broken by permissions issues (UAC issues in the case of Vista.) And since AutoPilot is creating folders within your project and installing .dsym files etc. perhaps that has something to do with it. For a while, I had a project build where the SDK worked and an identical duplicate where the SDK was broken. I could not find any differences in the folder and file permissions.


  15. Location
    Budapest
    Posts
    249
    I would vote for the last versions, both from Unity and both from XCode.
    Sign-up and win: http://divemastergame.com


  16. Posts
    127
    Quote Originally Posted by chaneya View Post
    Here's the crazy thing. If I change the name of my project folder back to my original folder name, it breaks the SDK and my ability to run the game past the splashscreen.
    Hmm, a few people are reporting this problem but I haven't been able to repro it.

    I'm really interested to see a log & callstack of that crash... Are you able to hook this up to the xcode debugger?


  17. Location
    Tulsa, OK
    Posts
    85
    Cratesmith,

    Well unfortunately I can't repro my own reported bug!! I kind of feel like a heel now so it's somewhat reassuring that others have mentioned this issue as well. Back when I e-mailed you directly, I was able to repro this issue consistently. Since then I've deleted the original folder of my old project and have been using my new 3.5 build with AutoPilot with no problems at all.

    So I duplicated my current build and deployed with the SDK and the SDK worked with the duplicate.
    I also changed the name of the duplicate folder to my old project name....and it still worked.
    I then changed the product name in Player settings so it was different from the folder name and it still worked!!

    So now repeating the same steps that caused me so much frustration before makes no difference.

    Later this week we're conducting a phase 2 Beta using the TestflightSDK and of course AutoPilot for deployment. I'll report if I have any problems but right now everything works.

    Allan


  18. Posts
    570
    we duplicated one of our projects (the entire folder), to port part of the underpinnings of that project to a new one, and are too running into this same issue after we changed the enclosing folder name. We havent thus far been able to track any specific errors down yet that have led us to a fix, we're actively looking though.
    all your neutron are belong to neutrinoless-double-beta-decay....
    psimek.com


  19. Posts
    570
    We deleted all of the TestFlight files we had previously installed, reinstalled, and all builds & uploads fine now.

    We have however run into an issue in which our session & checkpoint data isnt showing up now on the testFlight website, though it IS showing up in the TestFlight web debugger section. Has anyone run into this issue, & found a fix?
    all your neutron are belong to neutrinoless-double-beta-decay....
    psimek.com


  20. Posts
    127
    Quote Originally Posted by zhx View Post
    We deleted all of the TestFlight files we had previously installed, reinstalled, and all builds & uploads fine now.

    We have however run into an issue in which our session & checkpoint data isnt showing up now on the testFlight website, though it IS showing up in the TestFlight web debugger section. Has anyone run into this issue, & found a fix?
    Hmm, I don't see how Autopilot could be causing that issue... as build, upload and sdk integration all must have worked for your events to appear in the debugger.

    Can you send that to testflight support and see what they say?

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