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[Bug]: 'Error loading' crash when app started to run #553
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Hey, thanks for reporting. We are going to look into this |
Same problem with OneSignal SDK 3.0.6. |
I think they did not add fix for this bug to v3.0.6. So, we have to wait for next versions. |
Same error. iOS is still crashing at startup with OneSignal 3.0.6 |
I have managed to fix it by switching to brew CocoaPods installation:
I don't know what the difference is, same CocoaPods versions (1.11.3), no errors in both cases, but somehow this fixed the problem. |
Please make sure that you are using CocoaPods version 1.11.3. We’ve seen this issue appear when using versions lower than 1.11.3. Try
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We have this same problem. What @shepherd-l suggested didn't work. Next I added Asset validation failed also for CFBundleIdentifiers "com.onesignal.OneSignalExtension" Also another error, "UnityFramework.framework contains disallowed nested bundles" |
Hey @roointan, Could you check and make sure that your Ruby version is 2.7.5+ and that Cocoapods is 1.11.3 and try cleaning your pods again We think the root cause of this issue is from updating to Xcode 14.1. |
CocoaPods is 1.11.3 system ruby version ruby version installed by brew also, I should note, macOS version is 13.0.1 we had to update Xcode to version 14.1, because we have Firebase in our project too. Firebase has removed bitcode support, and we had to disable bitcode for other targets too. But after doing that project was not building with the old Xcode version, and the only solution we found was upgrading to 14.1 I removed I'm going to try what vdaineko suggested next. |
If that doesn’t work, you can try setting your system ruby to match your brew installed ruby so that your system And after that, clean with this again:
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using this ruby: didn't help. warning: UnityFramework was compiled with optimization - stepping may behave oddly; variables may not be available. Thread 1 Queue : com.apple.main-thread (serial) |
I went a long way, |
I can build and run on device successfully by adding the following 4 to Framework and libraries of UnityFramework target But can't upload to app store, because of the following errors: Asset validation failed also for CFBundleIdentifiers "com.onesignal.OneSignalExtension" Also another error, "UnityFramework.framework contains disallowed nested bundles" @shepherd-l Do you have a solution for that? |
Is there any plan to solve this issue in short-term? |
@roointan Do you have an example project with the issue that we can use to try to reproduce? We have not been able to reproduce this issue when using Cocoapods 1.11.3 and Ruby 2.7.5+. We have received example projects in other platforms (iOS native, flutter, and react native) that have the issue and it is always resolved when pod install is run on a machine using the versions I listed above (also running |
@emawby I'm working on a now large project, and I'd need to remove lots of things to be able to upload a sample project for you. I hope I can prepare something that builds, and doesn't have anything that I can not share. it could take some time. But besides that, is there any way I can debug and get verbose information on the problem? |
@roointan Totally understandable I know that getting a sample project is not a small ask. Out of curiosity have you tried reproducing the issue on a brand new Unity project? I will work on identifying some more debugging steps for you. In the meantime you could also try OneSignal Unity version 3.0.3 or lower since I have seen some reports that the iOS SDK included in that version does not have this issue. |
@emawby Thanks. |
Hi, I have exactly the same problem as roointan with the same version as him (xcode, ruby, cocoapods). It's a very annoying bug that forces me to manage 2 different projects under Unity, one with the latest sdk for Android (otherwise I can't submit an update in API 31) and the other with a version 2 of Onesignal for iOS. Solution: Cocoapods 1.11.3 Good luck! |
Ok!! it seems starting Unity project output in Xcode 14 on a device with iOS 16 has issues! Getting to this issue: warning: UnityFramework was compiled with optimization - stepping may behave oddly; variables may not be available. means Onesignal dependency is fine, just need to do something else to be able to start running the project on the iOS 16 device. (or just install on device, and start it there) More info: (Caution, Google-Mobile-Ads-SDK 9.14 is also having issues, use 9.13 if you are using it in your project. What is the odds of 3 external issues happening at the same time?) |
So, what needs to be done (What actually worked for me): Have no instance of Unity or Xcode running. remove cocoapods by running the following command in the terminal: gem list --local --no-version | grep cocoapods | xargs gem uninstall then run this: next, install the latest verrsion of ruby using brew: brew upgrade ruby -v (you need to have brew installed of course) run this: rm -rfv ~/Library/Developer/Xcode/DerivedData add the following to the end of ~/.zshrc file, if it doesn't already exist there: if [ -d "/usr/local/opt/ruby/bin" ]; then Then restart your computer. next, open up your terminal, and make sure your installed versions of Ruby and RubyGems are 3+, by checking the output of these two commands: Next, export the Xcode project from Unity, but don't open it. You should be able to open the Xcode project and build successfully after all this. refer to the following if you have the Also make sure you are not using version 9.14.0 of Google-Mobile-Ads-SDK (it's buggy for the mean time. you can hardcode version 9.13 in the Podfile to be safe) |
same issue. and resolved by upgrading the pod from 1.10.2 to 1.12.0. sudo gem install cocoapods |
What happened?
I exported an iOS build with OneSignal SDK 3.0.5 from Unity. Builded the app without errors and I ran the app. During launching, app immediately closed with 'Library not loaded: '@rpath/OneSignalCore.framework/OneSignalCore' message.
I solved this issue by embeding OneSignal.xcframework to app target. In previous versions, I didn't need to embed framework manually.
Steps to reproduce?
What did you expect to happen?
I expected to build and run my iOS app without any additional configuration.
Unity version
2020.3.41f1
2021.3.13f1
OneSignal Unity SDK version
3.0.5
Platform
iOS
Relevant log output
Code of Conduct
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