I am trying to build my iOS/iPadOS project on my mac using the new Mac Catalyst. When I build it on the simulator for iPhone everything is fine but when I build it on my Mac, I get this error ld: in /Users/Desktop/[PROJECT NAME]/Pods/GoogleAnalytics/Libraries/libGoogleAnalytics.a(GAITrackerImpl.o), building for Mac Catalyst, but linking in object file built for iOS Simulator, file '/Users/Desktop/[PROJECT NAME]/Pods/GoogleAnalytics/Libraries/libGoogleAnalytics.a' for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for
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HelloI have a very similar problem:I have a workspace with 6 projects (mainly three projects which exit twice for iOS and tvOS):a common frameworka second framework which depends on the common frameworkan app which depends on the common and the second frameworkI have embedded the common framework and the second framework in the app's linking settingsOn the iPhone my app runs when debugging AND when starting it directlyOn the iPhone simulator and the tvOS simulator the app runs only when debugging from XCode. When I start it directly it crashes.I don't have yet a apple TV and therefore I don't know if my app would run on the apple TV.I have to set Build active Architecture only to NO but this had no effect.As I can see there was no new answer on this thread since August 2015.Therefore My question:Has the bug been fixed in XCode 7.2 and if yes, what have I to do to make my app run on the simulator with my frameworks
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Developer Tools & Services
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Xcode
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Everything you need to know is right in the error message: /Users/Cray/Library/Developer/CoreSimulator/Devices/807ED0BE-DF53-4914-8847-9708719ECD22/data/Containers/Bundle/Application/C9958BD8-FB34-4937-9072-89A103A92D22/Sky Tracker.app/Frameworks/SMHI_Parser.framework/SMHI_Parser: no matching architecture in universal wrapper The framework SMHI_Parser.framework was not built to include Simulator code (i.e. i386 and x86_64), so it can't be loaded in the Simulator. You (or whomever built that framework for you) need to build that framework for the Simulator when you are building your app for the Simulator.
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Developer Tools & Services
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Xcode
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I am still getting the same error on Xcode 7 beta 6. Is it working for you?boost(thread_future.o), building for iOS simulator, but linking in object file built for OSX, for architecture x86_64
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Developer Tools & Services
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Xcode
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I have the same problem. error: Building for iOS Simulator, but the linked library 'lib.a' was built for iOS. We have some lib only used in generic device and would not called in Simulator. It was work in Xcode 11.3, but not in Xcode 11.4.I can use the legacy build system to resolve this error. But I think it's not the good solution.
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Developer Tools & Services
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Xcode
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Compatible Designed for iPad apps build against the iOS SDK and cannot link visionOS libraries or frameworks. Your app needs to be built for visionOS in order to link this library.
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Spatial Computing
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General
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This is the error I'm getting while trying to build a project imported from unity. Building for 'xrOS-simulator', but linking in object file (Libraries/libiPhone-lib.a[5](MeshSkinningNEON64_blzfc.o)) built for 'xrOS'. I built a simple VR game using xr interaction toolkit in unity. When I try to import it into xcode and run it on vision os simulator, I'm getting this error. Can someone help me figure this out?
Followed your advice and used the codesign utility, the WikitudeSDK framework executable is definitely not signed. However, the OpenSSL framework executable is also not signed Okay, these frameworks will need to carry a signature though if they contain an executable. Regarding: Is there anything else I could try? Perhaps adding a build phase to my project that signs the framework after its copied into place? I am not sure how Cocoapods set's up and loads your Frameworks into the Xcode project, but essentially you would need to get to a situation similar to the following: Create a new iOS blank Xcode project with the app template type. Create a new iOS Xcode project with the template type of Framework. Build the new Framework project and then take the built Framework and drag it into your new iOS blank project and set Embed & Sign. Build and sign the project from step 1. Ch
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Developer Tools & Services
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Xcode
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You're building for the Simulator, but are attempting to link a library built for actual hardware.
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Developer Tools & Services
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Xcode
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But, if you need to make archive process it's not going to work, at first you need to specify arch 64 only simulator SKK - ref: https://stackoverflow.com/questions/63607158/xcode-12-building-for-ios-simulator-but-linking-in-object-file-built-for-ios
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Developer Tools & Services
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+1I get:... Building for Mac Catalyst, but the linked library 'libcrypto.a' was built for macOS + iOS + iOS Simulator. You may need to restrict the platforms for which this library should be linked in the target editor, or replace it with an XCFramework that supports both platforms.As mentioned in the error, I _did_ build for macOS and iOS.----Edit:Looks like a new target has been introduced for Mac CATALIST:CFLAG -target x86_64-apple-ios13.0-macabi.
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Developer Tools & Services
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General
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i'm simply trying to create a test build with Unity to visionOS simulator. Using 2022.3.5f1 LTS. Having this problem in XCode 15.0 beta 4. Any ideas? Thanks! #visionOS
I have same issue. Someone has good solution? I added arm64 to Excluded Architecture to run app in the iOS simulator. Like this. https://stackoverflow.com/questions/63607158/xcode-12-building-for-ios-simulator-but-linking-in-an-object-file-built-for-io M1, macOS12.0.1, Xcode13.1
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App & System Services
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General
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Actually, his code doesn't seem to use GameplayKit in any way, and as far as I can tell the GameplayKit framework isn't linked in to it directly.It appears that the GameKit framework (an entirely different framework, available from iOS 4 or so) is somehow trying to link to GameplayKit itself, and that is causing the error.Maybe changing the GameKit framework to Optional linking instead of Required would avoid the unnecessary dependency side-effects?I don't have a paid developer account, so I can't actually try doing a build with the iOS Device target instead of the simulator, and I don't think there is any way for me to poke around further. (If you want to mess with it, you just need to uncheck all the missing image files from the target, it will build without them.)
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Programming Languages
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Swift
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I want to separate the components from the different contributors in this thread, as the underlying issue is not the same. @ethanrkaplan started this thread with an error message that points to a system framework, XCTest. And as he reports, there was an old build of their app involved, and removing at resolved this issue. The error message provided by @asiergmorato and also @anders.u point to libraries frameworks included by their apps, not Apple system frameworks, and so have a different set up and resolution to look at here. While I can't comment on @asiergmorato's circumstances more fully, as all we have is the error message here, @anders.u went ahead and opened a bug report (thank you!), so I have more information for their situation. @anders.u, you attached an XCFramework to your report that is a static framework, with the following bundle structure (edited for clarity): SomeKit.xcframework ├── Info.plist ├── ios-arm64 │ └── SomeKit.framework │ ├── So
Topic:
Developer Tools & Services
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Xcode