Now there's no execution for one error and I'm asking a question for advice on this part. The code for the problem I'm currently experiencing is below,
UnityFramework* UnityFrameworkLoad()
{
NSString* bundlePath = nil;
bundlePath = [[NSBundle mainBundle] bundlePath];
bundlePath = [bundlePath stringByAppendingString: @"/Frameworks/UnityFramework.framework"];
NSBundle* bundle = [NSBundle bundleWithPath: bundlePath];
//if ([bundle isLoaded] == false) [bundle load]; original code
if ([bundle isLoaded] == false) [bundle isLoaded];
// modified code
//UnityFramework* ufw = [bundle.principalClass getInstance]; original code
UnityFramework* ufw = [bundle.class self];
// modified code
/*if (![ufw appController]). original code
{
// unity is not initialized
[ufw setExecuteHeader: &_mh_execute_header];
}*/
return ufw;
}
int main(int argc, char* argv[])
{
@autoreleasepool
{
id ufw = UnityFrameworkLoad();
[ufw runUIApplicationMainWithArgc: argc argv: argv];
return 0;
}
}
If you build in this state, [ufw runUIApplicationMainWithArgc: argc argv: argv]; In this part, Thread 1: + [NSBundle runUIApplicationMainWithArgc: argv:]: unrecognized selector sent to class 0x1e8b42e10 is output.
CFRelease (NULL); If you add it above the line where the error is occurring, you will get an error with Thread 1: EXC_BREAKPOINT (code = 1, subcode = 0x197273e28).
If anyone knows either solution, please explain.