Xcode 8 AdMob errors, but I'm not using AdMob...

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  • In Xcode 8 I get the following errors when trying to build:

    clang: error: no such file or directory: '/Users/jonathanduggan/Documents/Fall/xcode/Fall_Pit/Classes/Extensions/CRunAdMob.m'
    clang: error: no input files

    I don't understand why I'm getting this, I'm not even using AdMob. The object is not in my game in Fusion, nor are there any events for it. I used to have it but it was taken out a long time ago and replaced with Chartboost. (The object and everything related to it was deleted.)

    This is also from building a final xcode project.

    Is AdMob supposed to be bundled in anyway even if it's not used?

  • It would be nice if the exporter would exclude the need for the SDK if no actual events are detected for the ad objects. I try to maintain a single mfa for all runtimes (iOS, Android and PC) and use admob ONLY for android. But now the sdk is required in xcode to build the project, even though all admob events use the "Is running as Android application?" condition.

    And honestly, I don't have time to figure out how to add that library to XCode just to make a build. So I end up deleting all events for admob when I have to build for iOS.

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  • mutantdude should be something in at your side , did you test with a new final project

    if you want please upload for me to see, but I have been working all this week with many final project and none of them add admob, unless you still in a lower version?

    mobichan well about frameworks and libraries, is not easy to make a project in windows and send to apple, what CT have done so far is amazing. (personal opinion, I am the last in the row)

    about the libs: from unity to cocos and many other games/apps runtime, all of them have the same requirement user need to add the framework and btw is just a click away as the commercial will say.

    and for now anything that will come will require you to add their framework, also framework change almost every month, like chartboost, ironsource, admob.

    stay in touch I will promote the dev for pushwoosh in android and iOS, and again it will need you to add this framework.

    why did do not happens in android?, simple, the way everything is packed is very nice, simple and clean, something that is not possible in iOS,

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • I understand you need it if you USE it, but since I am not actually using it in that specific runtime, it would be nice if there was something in place in the exporter that stripped out the admob components from the iOS exporter. Otherwise I will be adding an sdk to a project that doesn't need it.

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  • Maybe it is a bug then? I was exporting Final Xcode Project (to avoid the Ironsource errors I get from using Xcode project export) and still was unable to build in xcode. It seems all ad networks require libs in xcode even if you aren't using them.

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  • Mine was a final xcode project. I think what happened was that I deleted the AdMob object, but didn't save the MFA before building. It must be building from the current saved MFA. Anyway, I tried building a final project again, and also got rid of xcode 8 in favour of 7.3.1. Now I just have the chartboost errors as described in my last post.

    And I do agree, what Clickteam has been doing is really amazing. It can't be a very easy task trying to keep up with all these new SDKs, integrate them with the objects in Fusion, and have everything work with new versions of xcode and iOS.

  • Maybe it is a bug then? I was exporting Final Xcode Project (to avoid the Ironsource errors I get from using Xcode project export) and still was unable to build in xcode. It seems all ad networks require libs in xcode even if you aren't using them.

    as mentioned in the help of the object and the object disclaimer in iOS you need to add the framework according your particular case, please follow the link instruction

    Please login to see this link.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

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