The process of building an iOSApple’s mobile operating system. More info
See in Glossary application with Unity has two main steps:
For further information on how Unity builds iOS applications, refer to How Unity builds iOS applications.
Note: To build an iOS application locally, your development machine must run macOS as Xcode is available only on macOS devices. If you don’t have a macOS device, you can use Unity Build Automation to build your applications in the cloud.
Before you build your project for iOS, make sure that you set the Bundle Identifier in the iOS Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary (menu: Edit > Project Settings > Player Settings). You can also choose whether your app targets the simulator or an actual device. To do this, change the SDK version field.
To build an Xcode project for iOS, use the following steps:
Tip: After you specify the target directory for the first time, you can use Cmd+B to build and run the application. Unity uses the Append mode to regenerate the Xcode project.
For more information on running an Xcode project in Xcode, refer to Building and running an app(Apple Developer).
If you build a project in a directory that already contains another Xcode project, Unity displays an alert and a choice on how to proceed. There are two options:
Data
and Libraries
subdirectories. It then fills these directories with newly generated Xcode project content. Unity then updates the Xcode project file according to the latest Unity project changes. Unity only supports this mode for the existing Xcode projects generated with the same Unity iOS version. You can store custom built-in code in the classes
subdirectory, as files here aren’t removed.After Unity generates the Xcode project, you can build and run the Xcode project from the command line. To do this, use the following steps:
<device-id>
is your device ID.unity$ xcodebuild test -destination "platform=iOS,id=<device-id>" -scheme Unity-iPhone
When you use command line arguments to specify build settings, they apply to all targets in your Xcode project. To prevent this, some build settings have suffixed versions which you can use to specify which target your build settings affect. You can implement this through User-Defined settings in Xcode > Build Settings. The APP
suffix is used for the application targets and the FRAMEWORK
suffix is used for the framework targets.
When building with xcodebuild, use suffixed versions for the following build settings:
Xcode build setting | Suffixed version |
---|---|
PRODUCT_NAME | PRODUCT_NAME_APP |
PROVISIONING_PROFILE | PROVISIONING_PROFILE_APP |
PROVISIONING_PROFILE_SPECIFIER | PROVISIONING_PROFILE_SPECIFIER_APP |
OTHER_LDFLAGS | OTHER_LDFLAGS_FRAMEWORK |
Based on your custom build pipeline, you can extend the list to cover other settings.