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Unity iOS PostProcess FilePath Error #20
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On what Unity version are you having this problem? Are you building on Mac or Windows ? |
sorry, System.Uri rootURI = new System.Uri( ( projectRootPath + "/." ) ); ↓ System.Uri rootURI = new System.Uri( ( filePath + "/." )); this code is lie. (create other bugs.) Unity 4.5.0 I think, filePath is not full path. this.projectRootPath = filePath; in public XCProject( string filePath ) |
What kind of project/build path are you having? Does it contain special characters? |
ex. if( tree.CompareTo( "SOURCE_ROOT" ) == 0 ) { Debug.Log(absPath); // -> /Users/hoge/fuga/Assets/Plugins/Everyplay/iOS/Everyplay.framework (full path) Debug.Log(filePath); // -> /Users/hoge/fuga/Assets/Plugins/Everyplay/iOS/Everyplay.framework (full path) Debug.Log(projectRootPath); // -> xcode_project (not full path, this is /Users/hoge/fuga/xcode_project) System.Uri fileURI = new System.Uri( absPath ); System.Uri rootURI = new System.Uri( ( projectRootPath + "/." ) ); // raise UriFormatException! filePath = rootURI.MakeRelativeUri( fileURI ).ToString(); } no contain special characters. |
I was not able to replicate this issue. For me the projectRootPath is logged as full path and does not raise any exceptions. Tested with Unity 4.5 and Mac OS 10.9.2. |
Could you try to build a new blank project with Everyplay and see if the problem happens for that too? |
ex. |
Could you try to build a new blank project with Everyplay and see if the problem happens for that too? I'll try it, later.( I don't use the machine a few hours :-P ) |
Tried, with same project name in my home dir and building to fuga/test but unfortunately unable to replicate. |
oh... okey... |
if( tree.CompareTo( "SOURCE_ROOT" ) == 0 ) { Debug.Log(absPath); // -> /Users/hoge/fuga/Assets/Plugins/Everyplay/iOS/Everyplay.framework (full path) Debug.Log(filePath); // -> /Users/hoge/fuga/Assets/Plugins/Everyplay/iOS/Everyplay.framework (full path) Debug.Log(projectRootPath); // -> xcode_project (not full path, this is /Users/hoge/fuga/xcode_project) System.Uri fileURI = new System.Uri( absPath ); System.Uri rootURI = new System.Uri( ( "/Users/hoge/fuga/xcode_project/." ) ); // changed filePath = rootURI.MakeRelativeUri( fileURI ).ToString(); } this is success. |
i'll test blank project. |
sorry, I cannot replicate in blank project. |
i found. BuildPipeline.BuildPlayer(levels, "xcode_project", BuildTarget.iPhone, BuildOptions.None); This code is working well on Unity and other assts. |
What if you change the "xcode_project" to "/Users/hoge/fuga/xcode_project" ? |
BuildPipeline.BuildPlayer(levels, "/Users/hoge/fuga/xcode_project", BuildTarget.iPhone, BuildOptions.None); Build Success when use this. but, BuildPipeline.BuildPlayer(levels, Application.dataPath + "../xcode_project", BuildTarget.iPhone, BuildOptions.None); This is not success. The following build commands failed: CpResource /Users/hoge/fuga/Plugins/Everyplay/iOS/Everyplay.bundle build/test.app/Everyplay.bundle in XCode project build. × /Users/hoge/fuga/Plugins/Everyplay/iOS/Everyplay.bundle |
Don't use ../ Do it like this instead:
|
excellent! |
The problem seems to happen inside a 3rd party tool which we use for editing the xCode project. I don't know if it is a bug or if it just does not support relative paths. I need to take a closer look at it in some point, however you can use the above workaround for now. |
ok! |
You are welcome :) |
in Everyplay/XCodeEditor/XCProject.cs
caused error:
UriFormatException: Invalid URI: The format of the URI could not be determined: xcode_project/.
I think↑this code generates other bugs :-P
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