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Assembly 'Assets/Firebase/Editor/Firebase.Editor.dll' will not be loaded due to errors: Unable to resolve reference 'UnityEditor.iOS.Extensions.Xcode'. Is the assembly missing or #218
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We are seeing this issue as well. We run CI builds for android and IOS, but only have references to a single platform at a time and no way to import the ios module when building android. Any word on a fix? It's as simple as ifdefing the reference to those extensions |
Same issue here. Some people just run project in Editor, and they do not want to install iOS or Android Module. The solution is modify editor/crashlytics/src/iOSPostBuild.cs file and build the sdk yourself.
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Ah, thanks for reporting this issue. I think it is from Unity 2019 that Unity became very restricted about the missing symbol in a method parameter, even though that part of the code is never used. And The workaround indeed is to change the parameter type to This is definitely an oversight from our side. And thanks for the suggested workaround. Let me bring Crashlytics team in to resolve this issue. @samedson Could you help to update the Crashlytics Editor tool? |
Crashlytics editor tool will not load if the user only adds Android build support to the Unity editor. This is because Unity has more restricted validation to function signature when loading dlls. This fix avoids passing `UnityEditor.iOS.Extensions.Xcode.PBXProject` directly but passing an `object` instead. Also fixes the integration test script just in case we want to run the test againt only one build target.
Crashlytics editor tool will not load if the user only adds Android build support to the Unity editor. This is because Unity has more restricted validation to function signature when loading dlls. This fix avoids passing `UnityEditor.iOS.Extensions.Xcode.PBXProject` directly but passing an `object` instead. Also fixes the integration test script just in case we want to run the test againt only one build target.
This should be included in the next release |
Please allow us to support only one platform. For example, Meta Quest usecase where Unity projects needs to have just Android support
Therefore, Editor scripts should check whether build module exists (Android, iOS)
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