![]() As everything is automated there are also failsafes in place for overwriting or to check if needed files are present. If you already have all the necessaries you can place them in their respective directories, following the table below and run “RepeatForUpdatedBuild” WHATĠ_BeforeYouBuild/ProvisioningProfiles/Development/Ġ_BeforeYouBuild/ProvisioningProfiles/Appstore/Ġ_BeforeYouBuild/ProvisioningProfiles/Developer/Īll scripts (and todos) are described in more detail in each folder. But you need to finish the steps so all the data used is correct otherwise problems will arise. After you finished the steps a first time you can just run “RepeatForUpdatedBuild” to quickly repeat the whole process. In each folder you will find instructions to deal with the problem at hand in chronology. MacOS Version History INSTRUCTIONS You’re new at this?įor a first build just follow all the steps. If you are supporting users on Mavericks make sure you have added OpenGlCore Graphics Library otherwise if you only use Metal you can set the Minimum system version to 10.10.0 in your ist (see chapter ist) If you are developing for more Platforms and like us want to use Purchasing in them, just wrap the code for initialising (in unitypurchasing) in platform dependant directives. ![]() We decided to leave IAP behind though and disable Purchasing altogether. Place this on an object that will live throughout your game/app. Below is currently the only fix I have found taken from this Issue. We are not 100% sure if it has something to do with our setup or not, so just see if your build closes properly, if it does ignore this. When quitting your build either takes up to 10 seconds to close or outright crashes. There is a bug with OSX/MacOS and Unitypurchasing.
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