Before Archiving the App

Before Archiving the App

There are a few steps I have to take before archiving the app in order to update the App Store version of SlotLeague Time Trials.

After building the XCode project in Unity, first thing I do is to update the “pods” generated by Unity 3D.

In my game I have two “CocoaPods”, Google AdMob and AdColony (video reward provider). So I open a Terminal window, “cd” to the xcodeproject directory and type “pod update”. This is the first step šŸ˜‰

Second step is changing a few properties of the XCode project that must not have the default values generated by Unity. What I change is the Deployment target and Architecture.

Selecting the Project Navigator and then the project. Click on the “General” tab.

Screen Shot 2017-06-06 at 17.24.06

The deployment target comes with a default value of 7.0 ( because I did not know I could change it on unity… my bad šŸ˜³ ), but this version of XCode only allows a minimal version of 8.0, so I changed it.

Screen Shot 2017-06-06 at 17.12.21

Now, on the “Build settings” tab I can find the selected architecture. In order to generate an app for all processors supported I need to change it to “Standard architectures” (there is a Unity configuration for this but it failed).

Screen Shot 2017-06-06 at 17.13.43

Time to take all the tests on my “Test book” and if they are successful, time to archive it and then upload to the App Store, that would be all but the Xcode project is being generated with two issues that the App Store rejects.

  • Missing Info.plist key, NSCalendarsUsageDescription:

<key>NSCalendarsUsageDescription</key>
<string>Ads might ask to access the calendar</string>

  • Missing Push Notification Entitlement, Classes/Preprocessor.h

#define UNITY_USES_REMOTE_NOTIFICATIONS 0

Change the above line in order to end with 0 instead of 1.

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