1. 程式人生 > >將Unity匯出的Xcode工程匯入到另一個Xcode專案, 及常見報錯的解決方法

將Unity匯出的Xcode工程匯入到另一個Xcode專案, 及常見報錯的解決方法

1.Unity匯出工程時設定bundle id要與專案一致

2.修改bit codeNO

3.刪除Main.storyboard,程式碼設定控制器(方便切換window)

4.將Classes,Libraries,MapFileParser.sh拖入到專案(選中Copy items if needed, 選中Create groups)

Data拖入到專案(選中Copy items if needed, 選中Create folder references)


5.新增framework(最下邊三個是HiAR UnitySDK裡邊的)


6.新增

 Header Search Paths  Library Search Paths


7.other C Flags -> -DINIT_SCRIPTING_BACKEND=1


8.新增User-Defined (UNITY_RUNTIME_VERSION版本號與匯出工程的Unity版本號一致)


9.Unity/Classes/Prefix.pch 的程式碼複製到新建的pch檔案, 設定pch檔案路徑

10.將Classes/main.mm全部內容複製到main.m 並把副檔名改為.mm, 修改如下程式碼


11.新增Run Script


12. 修改UnityAppController.h如下程式碼

13.在AppDelegate.h .m中新增如下程式碼


在整合過程中可能遇到的問題

1.Unknown type name 'UnityViewControllerBase'

UnityViewControllerBase報錯, 把它改成UIViewController

2. Unknown type name 'AppDelegate'

在新建的專案裡邊不會報錯, 但是我整合到公司專案的時候報這個錯, 於是改成如下程式碼, 目前沒有出現問題, 如果有人知道原因, 請在評論區告訴我

3. Undefined symbols for architecture armv7

遇到這個錯的同學請新增AssetsLibrary.framework和Accelerate.framework


4.編譯時遇到Permission denied錯誤的是因為當前開發賬號對專案目錄沒有許可權執行MapFileParser.sh

解決辦法: 在終端執行命令 sudo chmod -R 777 所在的目錄

5. Functions that differ only in their return type cannot be overloaded

解決辦法: 把Enable Strict Checking of objc_msgSend Calls 改為NO

6. Control reaches end of non-void function

解決辦法: 把Mismatched Return Type 改為NO



C++混編需要設定的地方


 7.刪除unity自帶的.pch和main.mm檔案

8.linker command failed with exit code 1

duplicate symbol __Z32RegisterAllStrippedInternalCallsv in:

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/UnityICallRegistration.o

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/RegisterMonoModules.o

duplicate symbol __Z18RegisterAllClassesv in:

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/UnityClassRegistration.o

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/RegisterMonoModules.o

duplicate symbol __Z43InvokeRegisterStaticallyLinkedModuleClassesv in:

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/UnityClassRegistration.o

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/RegisterMonoModules.o

duplicate symbol __Z39RegisterStaticallyLinkedModulesGranularv in:

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/UnityClassRegistration.o

    /Users/xinshang/Library/Developer/Xcode/DerivedData/App3.0-hidvomkzbvfqvibtxzyzngoflknc/Build/Intermediates/App3.0.build/Debug-iphoneos/App3.0.build/Objects-normal/arm64/RegisterMonoModules.o

ld: 4 duplicate symbols for architecture arm64

clang: error: linker command failed with exit code 1(use -v to see invocation)

解決辦法:

找到對應的RegisterMonoModules.cpp檔案,註釋掉重複的方法:

#if !INIT_SCRIPTING_BACKEND

externvoid RegisterAllClassesGranular();

//void RegisterAllClasses()

//{

//    // Register classes for unit tests

//    RegisterAllClassesGranular();

//}

//

//void RegisterAllStrippedInternalCalls() {}

//

//void InvokeRegisterStaticallyLinkedModuleClasses() {}

//void RegisterStaticallyLinkedModulesGranular() {}

#endif // INIT_SCRIPTING_BACKEND

void RegisterMonoModules() {}

9.[DYMTLInitPlatform] platform initialization successful啟動報錯,

解決:修改main.m檔案

//  main.m

//  App3.0

//

//  Created by mac on 17/2/16.

//  Copyright © 2017 mac. All rights reserved.

//

#include "RegisterMonoModules.h"

#include "RegisterFeatures.h"

#include <mach/mach_time.h>

#include <csignal>

// Hack to work around iOS SDK 4.3 linker problem

// we need at least one __TEXT, __const section entry in main application .o files

// to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation

staticconstint constsection = 0;

void UnityInitTrampoline();

// WARNING: this MUST be c decl (NSString ctor will be called after +load, so we cant really change its value)

//const char* AppControllerClassName = "UnityAppController";

constchar* AppControllerClassName = "AppDelegate";

int main(int argc, char* argv[])

{

signedlonglong startTime = mach_absolute_time();

@autoreleasepool

    {

UnitySetStartupTime(startTime);

UnityInitTrampoline();

UnityInitRuntime(argc, argv);

RegisterMonoModules();

NSLog(@"-> registered mono modules %p\n", &constsection);

RegisterFeatures();

// iOS terminates open sockets when an application enters background mode.

// The next write to any of such socket causes SIGPIPE signal being raised,

// even if the request has been done from scripting side. This disables the

// signal and allows Mono to throw a proper C# exception.

std::signal(SIGPIPE, SIG_IGN);

UIApplicationMain(argc, argv, nil, [NSStringstringWithUTF8String: AppControllerClassName]);

    }

return0;

}

#if TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR

#include <pthread.h>

extern"C"int pthread_cond_init$UNIX2003(pthread_cond_t *cond, const pthread_condattr_t *attr)

{ return pthread_cond_init(cond, attr); }

extern"C"int pthread_cond_destroy$UNIX2003(pthread_cond_t *cond)

{ return pthread_cond_destroy(cond); }

extern"C"int pthread_cond_wait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex)

{ return pthread_cond_wait(cond, mutex); }

extern"C"int pthread_cond_timedwait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex,

conststruct timespec *abstime)

{ return pthread_cond_timedwait(cond, mutex, abstime); }

#endif // TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR

// 可能有的步驟忘記了, 有疑問的可以在評論區留言