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Author Topic: Failed build iOS with unity versions 2020.x  (Read 20850 times)

vogeljan

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Failed build iOS with unity versions 2020.x
« on: November 05, 2020, 09:46:39 AM »
Hello everyone!
I have some problems. When i build on ios platform unity send 3 errors.

I have used different configurations with the same result:
Build completed with a result of ‘Failed’

My setup is an empty unity project with playmaker 1.9.21 (The latest version available)

I have tried with Unity 2020.1.3f1, 2020.1.6f1, 2020.1.9f1, 2020.1.11f1 (latest)
With Xcode 11,7 and Xcode 12.0.1

1
LocationService class is used but Locations Usage Description is empty. App will not work on iOS 10+.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:124)
2
Exception: A required capability description is not set.
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:864)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessorSettings postProcessorSettings, UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:668)
UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:45)
Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/bokken/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:49)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:324)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:124)

3
Build completed with a result of 'Failed'
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:124)

4
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00270] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:187
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:124)


This error is identified by Hutong or is it just a bad configuration with me.

can someone please help me on this , Thank you
« Last Edit: November 05, 2020, 09:51:16 AM by vogeljan »

djaydino

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Re: Failed build iOS with unity versions 2020.x
« Reply #1 on: November 05, 2020, 11:38:07 AM »
Hi.
The error does not indicate anything about playmaker.

it does mention this : LocationService class is used but Locations Usage Description is empty

Maybe you need to do certain settings in the Player Settings.

moondust.games

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Re: Failed build iOS with unity versions 2020.x
« Reply #2 on: March 04, 2021, 01:35:09 PM »
I got the exact same error after installing Unity 2020 today. I (as far as I'm aware) do not use any scripts that require or use location services.

Entering "none" in the Location Usage Description has allowed me to build the app but I would like to know why this has cropped up so I can investigate plugins I use etc.

Any way to find out why it thinks Location is being used somewhere?

Lee_Evolved

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Re: Failed build iOS with unity versions 2020.x
« Reply #3 on: March 09, 2021, 10:10:09 PM »
You need to set Location Services information in Project Settings.

EDIT->PROJECT SETTINGS
Under PLAYER -> OTHER SETTINGS

LOCATION USAGE DESCRIPTION: ____________________

Tell them why you are using it.
I usually put: "To provide local advertising to user and improve regional app performance."

I think this will solve all of those build errors.

moondust.games

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Re: Failed build iOS with unity versions 2020.x
« Reply #4 on: March 10, 2021, 04:45:36 AM »
I'm not using any Location services and didn't get the errors before updating to Unity 2020.

I know it's nothing to do with Playmaker and I've bypassed the error by putting "Not used" in the description. I'll try and find out why it thinks Location is being used somewhere.

escic

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Re: Failed build iOS with unity versions 2020.x
« Reply #5 on: November 20, 2021, 07:39:22 AM »
Same errors today.
Try remove GetLocationInfo.cs ProjectLocationToMap.cs StartLocationServiceUpdates.cs StopLocationServiceUpdates.cs in Assets\PlayMaker\Actions\Device.(if you don't use these action.) :)

Alex Chouls

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Re: Failed build iOS with unity versions 2020.x
« Reply #6 on: April 03, 2024, 09:08:59 PM »
Is it the same error with LocationServices?

Unfortunately just having those location actions in the project require you to fill in the Location Usage Description. But if you're not using them, it's safe to delete them.