Experience XCode - chaolunner/CloudNotes GitHub Wiki
- 下载
- 连接你的iPhone或iOS设备到你的电脑
- 用iTunes选择你的设备
- 在Mac上,按住Option+Alt键的同时鼠标点击Check for Update
- 在Windows上,按住SHIFT键的同时鼠标点击Check for Updat
- 选中你下载的IPSW文件并点击Choose
- 让设备自动安装就可以了
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exportOptionsAdHoc.plist
<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>method</key> <string>ad-hoc</string> </dict> </plist>
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exportOptionsRelease.plist
<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>method</key> <string>app-store</string> </dict> </plist>
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xcodebuild -exportArchive
AdHoc xcodebuild -exportArchive -archivePath ~/Desktop/build/AdHoc/AdHoc.xcarchive -exportPath ~/Desktop/build/AdHoc -exportOptionsPlist ~/Desktop/build/AdHoc/exportOptionsAdHoc.plist Release xcodebuild -exportArchive -archivePath ~/Desktop/build/Release/Release.xcarchive -exportPath ~/Desktop/build/Release -exportOptionsPlist ~/Desktop/build/Release/exportOptionsRelease.plist Folders and Files on my desktop: build AdHoc AdHoc.xcarchive exportOptionsAdHoc.plist Release exportOptionsRelease.plist Release.xcarchive All Available keys for -exportOptionsPlist: compileBitcode : Bool For non-App Store exports, should Xcode re-compile the app from bitcode? Defaults to YES. embedOnDemandResourcesAssetPacksInBundle : Bool For non-App Store exports, if the app uses On Demand Resources and this is YES, asset packs are embedded in the app bundle so that the app can be tested without a server to host asset packs. Defaults to YES unless onDemandResourcesAssetPacksBaseURL is specified. iCloudContainerEnvironment For non-App Store exports, if the app is using CloudKit, this configures the "com.apple.developer.icloud-container-environment" entitlement. Available options: Development and Production. Defaults to Development. manifest : Dictionary For non-App Store exports, users can download your app over the web by opening your distribution manifest file in a web browser. To generate a distribution manifest, the value of this key should be a dictionary with three sub-keys: appURL, displayImageURL, fullSizeImageURL. The additional sub-key assetPackManifestURL is required when using on demand resources. method : String Describes how Xcode should export the archive. Available options: app-store, ad-hoc, package, enterprise, development, and developer-id. The list of options varies based on the type of archive. Defaults to development. onDemandResourcesAssetPacksBaseURL : String For non-App Store exports, if the app uses On Demand Resources and embedOnDemandResourcesAssetPacksInBundle isn't YES, this should be a base URL specifying where asset packs are going to be hosted. This configures the app to download asset packs from the specified URL. teamID : String The Developer Portal team to use for this export. Defaults to the team used to build the archive. thinning : String For non-App Store exports, should Xcode thin the package for one or more device variants? Available options: <none> (Xcode produces a non-thinned universal app), <thin-for-all-variants> (Xcode produces a universal app and all available thinned variants), or a model identifier for a specific device (e.g. "iPhone7,1"). Defaults to <none>. uploadBitcode : Bool For App Store exports, should the package include bitcode? Defaults to YES. uploadSymbols : Bool For App Store exports, should the package include symbols? Defaults to YES.
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问题 1:This bundle is invalid. The key UIRequiredDeviceCapabilities in the Info.plist may not contain values that would prevent this application from running on devices that were supported by previous versions.
原因:在你的应用程序进入商店后你将无法对 UIRequiredDeviceCapabilities 进行修改
解决:可以用 Xcode 打开新旧版本,并找到Required device capabilities项进行对比,使新版与旧版保持一致
如果你的新版本在 Required device capabilities 中添加有 metal 而旧版本中却没有,有可能是 Unity 升级导致 Graphics API 改变引起, 可以尝试在 Unity 的 Player Settings -> Other Settings 中取消选择 Auto Graphics API 并添加 OpenGLES3 和 OpenGLES2 在 Metal 之后