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I contacted Development Support and they gave my some links about app signing and I have worked my way through them but have not got anywhere and have messed things up even further as I now do not have the necessary signed certificate, profile, etc. I am now looking for a step by step guide for setting up the signing for my app and my future development here. Can anyone please give me a link for one of those.
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I am sorry I left off a screenshot. I have signing set to automatic.
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After another attempt saving to the desktop the video did contain all the details I had in iMovie so it appears to be some temporary problem with the location I tried to save the file in.
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It all ok now. Did not need to use observer. Just needed to drag the slider button to add an Action and use that for value updates.
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there are no segue's in the code. I simply Ctrl-Dragged the Play button to the GameView in the MainStoryboard. Should have coded something instead and if so what?
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I went through the development process again and when I got to setting up the DesertBackground image in the asset library I remembered that I went through the process of making a copy of the original png and resizing to get the x2 and x3 and renamed the files accordingly. This meant that instead of the desert background being named "DesertBackground.png" it was named DesertBackground appended with @x1.png instead of just png. I had assumed that the load image process would have selected the appropriate image based on the devices capability and loaded the appropriate named file. This has been proved to be wrong, at least, for the simulator. I have now solved my problem by not doing the sizing process and the backgrounds now load correctly.
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I found a work round. I set the mapNode PhysicsBody to nil before the add child. I have no idea where the PhysicsBody was set in the first place.
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Have you tried Open Xcode. Select the "Window" menu. Select "Devices and Simulators". Select Simulators tab. Click on the "+" icon at the left bottom. Choose the desired device & preferred iOS. Click "Create".
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I am sorry about the confusion I have caused. The original problem was for an unsigned certificate for which the solution was to download and process the AppleWWDRCA.cer. The problem I put the comment in for was for a different problem. I have taken on your advise about cleaning up the warnings so will do that next and see if the latest problem persists and if it does add another entry for that with all the details I can sort out.
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I have got a problem here. I have checked my details on developer.apple.com and confirm my id and team id but I do not have any profiles so where is xcode getting the provisioning profile ed56de56-24f3-4e05-b90f-8c0fdb454ce0 from?
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This is a Unity project which delivers an iOS project for distribution. I have tried changing the build to automatic in xcode on my macbook but that does not work. I thank you for the help provided. I will raise a request in the Unity forum.
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It was set to manual. I had tried automatic and got an error as in the screenshot here. I do not know how to solve this one either.
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Found my answer. I needed to increment the build to indicate an update to version 1.0.Read from Technical Note TN2420 which covers the subject nicely.
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I continued with my efforts to remove all compiler message, including warnings.The one I was left with was about internationalization for delivery for earlier than iOS 6.The solution whoch I found in another forum entry was to change the Localization removing the Base just leaving English.that removed the last warning message and now the app runs with the NSLog message appearing in the debug page.Weird.Onwards to getting the actual app code itself to run. I expect no problems as it did run ok before I introduced the storyboard.