

I've been working closely with their team on this, but their knowledge of Cloud build is limited and so far, we haven't found a solution that works. Is it possible to run an application on Cloud build to do this, or is it something completely blocked? If I can do it, how can it be done? The goal of the workspaces is to allow one version be built with prebuilt versions of the dependency projects while other one will be built with all the dependencies as projects. I'm currently working with a couple of Xcode workspaces.
BUILD PHASES XCODE FULL
I tried including their C++ application into my Unity project and using its full path for it, but when it comes to run it, it errors with Permission denied. Dynamically updating xcconfig in Build Phase. Then, choose the Build Phases from the list of tabs at the top. Obviously I understand thats not something you're going to add to Cloud for the odd person that uses it, but I was wondering how we could achieve this. Select your application in the main navigator pane. Its fairly simple but requires the application be part of your path. If I in Xcode open the Pods.xcodeproj file -> Build Phases, and open the CP-User Build shared step, and set export JAVAHOME/Applications/Android Studio.app.


If it does run, Xcode at least knows which output files were generated and thus which other build processes depending on these files need to be run. As part of their toolkit to add to this, they have a post build script that is part of Xcode that runs a small C++ program that basically checks your pod file for networks that you've added and pulls in the required SKAD Adapters into your plist. Using this information, the Xcode build process can determine whether a script phase needs to be run: if the input files haven't changed, there's no need to run the script phase at all. Our games use Fyber Fairbid for ad mediation and they have recently updated their SDK to work with SKAD requirements for iOS 14.
