Windows version: 10
Builder version: 3.62 (clang 16.0.0, swiftc 5.9.1, lld 16.0.0, ld64 907-20231214)
iOS SDK version: 17.4
Link to build log: See below
Hey there Pierre! Long time no chat - but here I am getting back in business with a couple of issues (as usual). Since we all know Apple forces us now to update to SDK 17 - this is what I did. This triggered the update of my GoogleMaps Plugin (https://assetstore.unity.com/packages/tools/integration/google-maps-view-82542)
I am having nightmares building this thing using the Builder. I started a fresh project and I included only this plugin to isolate the problem. I will also write a mail to you with a zip to the Unity project as well as the exported folder and some frameworks (see below). I will outline the several problems that I went through while building and what workarounds I managed to make and what I need help with:
1. I installed the latest version of the builder and I used a friend's Mac to migrate the SDK - 17.4. When I used the Step 2 Script I noticed an error that stated "The system cannot find the path specified" (See this https://pastebin.com/GhWHFEaP) but the process actually finished and the SDK was successfully extracted. I opened the script and removed @echo off so I had more logs - see them here: https://pastebin.com/bzs5W9fh The Mac that we used has the following specs:
Darwin GNXCY7D1WX 23.4.0 Darwin Kernel Version 23.4.0: Wed Feb 21 21:45:49 PST 2024; root:xnu-10063.101.15~2/RELEASE_ARM64_T6020 arm64 arm Darwin
I am not sure if any of this is of importance to the rest of the problems but I thought it is important to share for future improvements of the Builder
2. After I updated the plugin and started building I had some errors for headers that are included but cannot be found. So I contacted the developer of the plugin and he said that they updated the way libraries are built/layed out in the project. He told me that for him, on XCode the libraries are linked normally (and the project builds) and advised me to try to link them manually with the Builder. I tried the "Add extra framework" but since the libraries in the plugin are now ".xcframework" instead of just ".framework". I got the error: "This .xcframework directory doesn't seem to support the platform (iOS) and/or architecture(s) for which you are building". Thankfully, I had the previous version of the plugin still on my drive so I used the old ".framework" directories (they are 3 and I will add them to the .zip file that I will send you so you can analyze them and build the project). I don't like this workaround since the developer will continue to update the plugin and I will sooner or later hit a blocker. I really need to know how and if I can link the "xcframework" directories.
3. After the above workaround the build continued but hit the next error: https://pastebin.com/TXUHkDUL I browsed the web and I saw that I can just replace nil with the digit zero. So I edited the plugin myself (in two places) and the build succeeded. I really need to know if there is a compiler flag or something that will help in this case. The developer of the GoogleMaps plugin confirmed that he does not get such errors while building in XCode.
4. After this clown-fest of workarounds I almost cried when the App actually crashed when opening the GoogleMapsDemoScene. I enabled the remote debugger and inspected the error: https://pastebin.com/NAf67Y1p . I asked the developer of the plugin if he is sure that the App doesn't crash on his iPhone when he builds the DemoProject and he confirmed that it doesn't crash but he tested it only in the simulator. This seems like a very low-level API error that I don't even know or have control to fix.
So I am at a loss here - I have very little time to find proper solutions for problems 2,3,4 (and possibly 1, if related). I know that you have a Mac and probably you will be able to compare the differences when building with XCode. I have faith in you and I hope you can raply soon :)