Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2018.4.X, 2019.2.X
Votes
0
Found in
2019.2.0a10
Issue ID
1140420
Regression
No
[iOS][ODR] Xcode fails building project which uses on demand resources
How to reproduce:
1. Open the attached project
2. Make sure "use on demand resources" setting is enabled
3. Make sure Bundle Identifier is set in Player Settings
4. Build Xcode project
5. Open built project in Xcode and try to build on device
6. Build fails with errors:
On-Demand Resources is enabled (ENABLE_ON_DEMAND_RESOURCES = YES), but the PRODUCT_BUNDLE_IDENTIFIER build setting is empty (in target 'Unity-iPhone')
Note:
-I get as many errors as many times "Resource("name", GetPath("name")).AddOnDemandResourceTags("name")" is called
-If ODR are not used in script and is simply enabled in player settings, this issue doesn't exist
-Xcode Version 10.1 (10B61)
Reproducible: 2019.2.0a10, 2019.2.0a1, 2019.1.0b7, 2019.1.0a1, 2018.3.0b12, 2017.4.23f1, 2017.2.3p1, 5.6.7f1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
Murillo
Apr 09, 2019 16:13
any idea when we'll be able to get a version where this issue is fixed?