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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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.
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?
I thought it might be that I was using Xcode 10 on Catalina so upgraded to Big Sur and Xcode 12 and got the same error.
Using the certification assistant I tried to validate the certificate and got a note that no root certificate was found.
Screen shot taken but don't know how to add it here.
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.
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".
I have the same problem. You had any feedback yet?
Is this something to do with what I am seeing in the scene.
I wanted to attach a screenshot here to show the scene where the only items appearing in the scene inventory panel are the ground elements textures I drag from the asset library.
There is no inventory of the tiles that have been used as shown in the graphics and that are editable after I double click the Tile Map Node.
Is there anywhere I can see those?
Also is the exception to do with the contents of the Tile Map Node itself?
And how do I add a screenshot in a comment?
I have tried using an empty SpriteKitScene file and get same crash.
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.
I am trying the following as another work round for problem with the scene editor.
I use the scene editor to remove a tile.
I then use the media library and copy in the equivalent sprite image and position it to replace the original.
This appears to result in the scene being shown correctly and the item has been added to the list.
I feel confidant that doing this for all the tiles I added using the editor will meet the requirements for the app code to work.
It a lot more work but I see no other way.
Anyone see any reason for not doing this?
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.
I added a SKSHapeNode using dimensions of the physics body plus line width and can see that there is a physics body where I am expecting it.
So this question is now solved for me.
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?
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.