Unity 打包IOS平台错误
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1、Unity 下打包
Bulid Failed
Assets/Plugins/uLua/x86_64/ulua.dll would be copied to /ulua.dll
Plugin ‘ulua.dll’ is used from several locations:
Assets/Plugins/uLua/x86_64/ulua.dll would be copied to /ulua.dll
Assets/Plugins/uLua/x86/ulua.dll would be copied to /ulua.dll
Please fix plugin settings and try again.
UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions(String)
UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)
UnityEditor.HostView:OnGUI()
解决:
http://doc.ulua.org/article/faq/pluginuluadllisusedfromserverallocations.html
Plugin ‘ulua.dll’ is used from serveral locations
Assets/Plugins/xxx/ulua.dll would be copied to /ulua.dll 解决方案:
如果是32位Unity编辑器,删掉x86_64目录,如果是64位编辑,删除x86目录即可。
DXT5 compressed textures are not supported when publishing to iPhone
Bulid Success 但仍然有错误,这些问题可能导致游戏闪退
DXT5 compressed textures are not supported when publishing to iPhone
Assets/FX/textures/daoguang/daoguang_00019.dds
Included from scene:
UnityEditor.HostView:OnGUI()
DXT5 纹理压缩时不支持发布iPhone
暂时解决方案:
删除这种纹理贴图
2、Xcode下编译
Signing for “Unity-iPhone” requires a development team. Select a development team in the project editor.
Code signing is required for product type ‘Application’ in SDK ‘iOS 10.3’
原因:
没有在Signing team里面添加签名信息
解决:
xcode7.0开始就可以免证书真机调试
Unity发布至IOS的流程(踩坑记录)
xcode8.2 免证书手机调试详解
ld:’/…/Libraries/Plugins/uLua/iOS/libulua.a(array.o)’ does not contain bitcode. You must rebuild it with bitcode enabled (Xcode setting ENABLE_BITCODE), obtain an updated library from the vendor, or disable bitcode for this target. for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
iOS中关于bitcode没有被包含的解决方法:http://www.jianshu.com/p/9eb11e365312
Xcode7 does not contain bitcode. 的错误:http://blog.csdn.net/lwuit/article/details/48783885
‘XXXX’ was compiled with optimization - stepping may behave oddly; variables may not be available
工程在编译之后被优化了,所以导致单步的时候程序表现异常,变量也都不能访问了。这是由于编译的时候选择的是 release,而 release 的时候是会做很多优化,导致上述结果。
解决方法
http://blog.csdn.net/zhyl8157121/article/details/48780897
把编译方式改为Debug。
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