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This repository has been archived by the owner on Nov 8, 2019. It is now read-only.
Since updating to Unity 5.6 and GVR 1.60 I haven't been able to get a scene built and installed on an iOS device.
I will list all the steps i've taken below. If I am missing anything please let me know.
In Unity I have iOS as the selected platform.
Under Player Settings > Other Settings - Virtual Reality Supported is check and Cardboard is the selected Virtual Reality SDK.
From there I follow the instructions listed in the README here:
Open the Unity-iPhone.xcworkspace
After trying to build in xcode I get these errors:
Go to Project Settings > Build Phases > [CP] Check Pods Manifest.lock. diff "${PODS_PODFILE_DIR_PATH}/Podfile.lock" "${PODS_ROOT}/Manifest.lock" > /dev/null My ${PODS_PROFILE_DIR_PATH} and ${PODS_ROOT} variables are not set correctly.
Change them to point to the correct places: diff "${SRCROOT}/Podfile.lock" "${SRCROOT}/Pods/Manifest.lock" > /dev/null
Attempt to build again and receive the 'GVROverlayView.h' file not found error.
Follow the steps found in the issue here: #504 (comment)
close the .xcodeproj and open the .xcworkspace
Attempt to build again and get 108 Apple Mach-O Linker (id) errors:
I'm stuck here and now sure what else to do. I've tried completely uninstalling Unity and reinstalling.
Thanks for any help.
The text was updated successfully, but these errors were encountered:
I was having the exact same problem as you did - until I traced back my steps and realized I forgot to delete the Pod(s) folder that resided in the Unity-iPhone foldout within the Xcode project itself (not referring to the Pods folder in the Finder window). After confirming that the offending folder within the Xcode project is deleted (along with the Pod reference), repeat the steps again and you will find that it will build.
Also make sure you open the *.xcworkspace and not the *.xcodeproj file. I find that if there's anything to do with Cocoapods, then opening the *.xcworkspace is preferred.
We've updated the Get started with Google VR in Unity on iOS guide. The new guide includes a note about the importance of opening the generated *.xcworkspace file instead of the *.xcodeproj file.
Closing this issue as I believe the above problems are fixed by a combination of:
Updating to the latest Unity 5.6 or Unity 2017 release
Updating to the latest Google VR SDK for Unity
Opening the the generated *.xcworkspace Xcode workspace
Following the steps in the above mentioned getting started guide
@tb9will Please let us know (by filing a new issue) if you encounter any issues creating a working Xcode project using the latest Unity 5.6 or Unity 2017 and the latest Google VR SDK for Unity using the updated guide.
Since updating to Unity 5.6 and GVR 1.60 I haven't been able to get a scene built and installed on an iOS device.
I will list all the steps i've taken below. If I am missing anything please let me know.
In Unity I have iOS as the selected platform.
Under Player Settings > Other Settings - Virtual Reality Supported is check and Cardboard is the selected Virtual Reality SDK.
From there I follow the instructions listed in the README here:
Open the Unity-iPhone.xcworkspace
After trying to build in xcode I get these errors:

Go to Project Settings > Build Phases > [CP] Check Pods Manifest.lock.
diff "${PODS_PODFILE_DIR_PATH}/Podfile.lock" "${PODS_ROOT}/Manifest.lock" > /dev/nullMy${PODS_PROFILE_DIR_PATH}and${PODS_ROOT}variables are not set correctly.Change them to point to the correct places:
diff "${SRCROOT}/Podfile.lock" "${SRCROOT}/Pods/Manifest.lock" > /dev/nullAttempt to build again and receive the
'GVROverlayView.h' file not founderror.Follow the steps found in the issue here: #504 (comment)
close the .xcodeproj and open the .xcworkspace
Attempt to build again and get 108 Apple Mach-O Linker (id) errors:

I'm stuck here and now sure what else to do. I've tried completely uninstalling Unity and reinstalling.
Thanks for any help.
The text was updated successfully, but these errors were encountered: