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Description
Please fill in the following fields:
Unity editor version: 2019.2.21f1
Firebase Unity SDK version: 6.15.0
Source you installed the SDK (.unitypackage or Unity Package Manager): .unitypackage
Firebase plugins in use (Auth, Database, etc.): Crashlytics
Additional SDKs you are using (Facebook, AdMob, etc.): Facebook
Platform you are using the Unity editor on (Mac, Windows, or Linux): Mac
Platform you are targeting (iOS, Android, and/or desktop): iOS
Scripting Runtime (Mono, and/or IL2CPP): IL2CPP
Please describe the issue here:
When you have the xcode project be in a directory that has space in its path, the Pods/FirebaseCrashlytics/run
fails.
▸ Running script 'Crashlytics Run Script'
❌ error: Unable to read Google Service plist at path /Users/****/Library/Application
The following build commands failed:
PhaseScriptExecution Crashlytics\ Run\ Script /Users/***/Library/Developer/Xcode/DerivedData/Unity-iPhone-bmwiairdimzpuuhaeunzvtktifoc/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Script-EFE64D3C9ECC95B065833628.sh
I have looked at the run
script and the problem can be resolved by changing this line:
ARGUMENTS="$API_KEY_ARG $@"
to
ARGUMENTS="$API_KEY_ARG $1 \"$2\""
So that the second argument that gets passed into Pods/FirebaseCrashlytics/run
from the xcode build script gets passed correctly.
The relevant build script from the pbxproj:
AD084429AC4472DDD68F6DAB /* Crashlytics Run Script */ = {
isa = PBXShellScriptBuildPhase;
buildActionMask = 2147483647;
files = (
);
name = "Crashlytics Run Script";
runOnlyForDeploymentPostprocessing = 0;
shellPath = "/bin/sh -x";
shellScript = "chmod u+x \"${PROJECT_DIR}/Pods/FirebaseCrashlytics/run\"\nchmod u+x \"${PROJECT_DIR}/Pods/FirebaseCrashlytics/upload-symbols\"\n\"${PROJECT_DIR}/Pods/FirebaseCrashlytics/run\" -gsp \"${PROJECT_DIR}/GoogleService-Info.plist\"";
};
I guess another solution is to put extra quotes around the path to GoogleService-Info.plist.
Please answer the following, if applicable:
Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)?
Haven't tried
What's the issue repro rate? (eg 100%, 1/5 etc)
100%