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These are the docs for 12.1, an old version of SpatialOS. The docs for this version are frozen: we do not correct, update or republish them. 13.4 is the newest →

Unity iOS support is currently in unsupported alpha, and isn’t fully tested yet.

Feel free to try it out and let us know how you get on, but if you find problems or bugs, we can’t guarantee we’ll be able to fix them soon.

Building for iOS targets in Unity

This page describes the required steps for a SpatialOS Unity project to support iOS build targets. It assumes that you have an existing SpatialOS project, which you are intending to add iOS support using Unity.

While following this guide, you will adjust some of the SpatialOS scripts and Unity settings to prepare everything for iOS. This is needed to ensure that the Xcode project contains the necessary code to run your iOS worker successfully. The resulting Xcode project suffers from cyclic dependencies due to a bug in Unity and we provide you with a script to fix this.

At the end of the guide, you will be able to run and connect your iOS worker to a running deployment.

1. Build Unity workers

  1. Run spatial codegen.
  2. To be able to run a cloud deployment, run spatial worker build. You will need to extract the login token from that deployment before building the iOS worker. To extract the login token, you need to do the following:
    • Go to your cloud deployment console overview page
    • Click on the Launch button
    • Right click on “Launch your deployment” and choose “Copy Link Address”
    • Copy the string that appears after token= in the copied link address. This is your login token.

2. Add/modify the linker configuration

As Unity automatically strips out code and assemblies for iOS workers, it is important to add a linker configuration link.xml: it prevents some code from being stripped out by Unity.

For more information about iOS Worker optimizations and how to customize the linker configuration, see the Unity Documentation.

Download this file and put it into the workers/unity/Assets folder. If you are already using a link.xml, add the following lines to it:

<assembly fullname="Generated.Code" preserve="all"/>
<assembly fullname="Improbable.WorkerSdkCsharp" preserve="all"/>

3. Modify the Bootstrap.cs game object

  1. in Unity, open the ClientScene or UnityClient scene found in the Assets folder of the project navigator.

    Open the Client Scene within Unity

  2. Click on the GameEntry game object in the scene hierarchy.

  3. Open the Bootstrap.cs MonoBehaviour script by double clicking on the script in the Inspector.

  4. By default, you will see the line:

    SpatialOS.ApplyConfiguration(Configuration);
    

    Delete and replace any occurrence of it with the following code snippet:

    List<string> commandLineArguments = null;
    #if UNITY_IOS
        // Set to the name of your SpatialOS project here.
        // This should match the project name as specified in spatialos.json
        const string APP_NAME = "<insert_your_project_name_here>";
    
        commandLineArguments = new List<string>(System.Environment.GetCommandLineArgs());
        commandLineArguments.AddRange(new List<string>()
        {
            "+" + CommandLineConfigNames.AppName, APP_NAME
        });
    
    #endif
    SpatialOS.ApplyConfiguration(Configuration, commandLineArguments);
    
  5. IMPORTANT: Make sure to set the APP_NAME constant to your project name. This should match the project name as specified in spatialos.json.

  6. In the Bootstrap (Script) panel of the Inspector:

    1. Click to expand Configuration -> Debugging.

      • For Infra Service URL:

        • If testing locally (spatial local launch), set to:

          http://127.0.0.1:21000

        • If testing against a deployment (spatial cloud launch), set to:

          https://api.spatial.improbable.io

    2. Click to expand Configuration -> SpatialOS Application.

      • For Assembly Name:
        • If testing locally (spatial local launch), set to: local_assembly
        • If testing against a deployment , leave it blank.
      • For Login Token:
        • If testing locally (spatial local launch), leave it blank.
        • If testing against a deployment, set it to a valid login token.

      These settings need to be applied whenever you switch between using cloud and local deployments.

    3. This image highlights the key settings required on your Bootstrap game object:

      Bootstrap Settings

4. Update the iOS build settings

The following build settings are recommended for compatibility with SpatialOS.

  1. Within Unity, access the build settings via: File -> Build Settings...

    Accessing the Unity Build Settings menu

  2. Under Platform, select iOS such that it is highlighted.

    Unity Build Settings

  3. Click on Player Settings.... This should show the Player Settings in the Inspector.

    • Click the icon to make sure that you are in the Settings for iOS tab:

      Player Settings Tab

    • Expand the Other Settings section:

      Player Settings: Other Settings Section

  4. Configure Other Settings with the following settings:

    • Configuration:
      • Scripting Backend: IL2CPP
      • API Compatibility Level: .NET 2.0
      • Target SDK: Device SDK or Simulator SDK
      • Target minimum iOS Version: 10.2 or higher
      • Allow downloads over HTTP (nonsecure): Checked
      • Architecture: Universal (Device) or x86_64 (Simulator)
      • Scripting Define Symbols: CROSS_PLATFORM_INPUT;MOBILE_INPUT
    • Optimization
      • Strip Engine Code: Un checked
      • Script Call Optimization: Slow and safe
    • When you’re finished, your settings should look like this:

      Player Settings: Other Settings Example

5. Update build targets

Open workers/unity/Assets/player-build-config.json and update the targets for the UnityClient. It should look like this:

"UnityClient": {
  "Targets": [
    "iOS"
  ],
  "Assets": "Streaming"
}

You can add additional build targets, if you want to build your client on multiple platforms.

6. Build the iOS worker

Now you can use Unity to generate the Xcode project.

To do this:

  • Use the Improbable->Build->Build development/deployment workers menu in Unity, or,
  • Run spatial worker build UnityClient.

This will create a Xcode project in workers/unity/build/worker/UnityClient@iOS/UnityClient@iOS/

7. Update Xcode build settings

Once Unity has completed building the iOS worker, you will need to use Xcode to build and run the application on your iOS device or simulator. There are several settings to configure in the generated Xcode project.

7.1. Modify the Xcode project settings

  1. Open the Xcode project located in: workers/unity/build/worker/UnityClient@iOS/UnityClient@iOS/Unity-iPhone.xcodeproj
  2. In the Project Navigator located on the left panel of Xcode, click on Unity-iPhone:

    Player Settings: Other Settings Example

  3. On the main pane of Xcode, click on Unity-iPhone listed under Targets(not Project!)

    Player Settings: Other Settings Example

  4. Click on the Build Settings tab.

    Make sure that both All and Combined tab settings are active. Then, make the following changes:

    Player Settings: Other Settings Example

    • Architectures
      • Architectures: x86_64 (Simulator) OR armv7,armv7s,arm64 (Device).
      • Base SDK: Change to Latest iOS from the dropdown menu (e.g., Latest iOS (iOS 10.2)).
      • Valid Architectures: x86_64 (Simulator) OR armv7,armv7s,arm64 (Device).
    • Linking
      • Runpath Search Paths: Add @executable_path.
    • Search Paths
      • Library Search Paths: Remove all double quotes from the entries listed there. e.g., $(SRCROOT)/Libraries should be just $(SRCROOT)/Libraries
    • ENABLE_BITCODE
      • Set to NO

Hint: Use the search bar to help find these settings.

Player Settings: Other Settings Example

7.2. Add libCoreSdkDll.dylib to the project

  1. Locate the appropriate platform version of the libCoreSdkDll.dylib in your project.

    • For iOS Simulators, locate it in workers/unity/Assets/Plugins/Improbable/CoreSDK/core-dynamic-x86_64-ios/.
    • For iOS Devices, locate it in workers/unity/Assets/Plugins/Improbable/CoreSDK/core-dynamic-arm-ios/.
  2. Copy the selected libCoreSdkDll.dylib into the folder: unity/build/worker/UnityClient@iOS/UnityClient@iOS/Data.

    You can do this also by drag-and-dropping the file into the Data folder in the Xcode project navigator. The image below shows how your project and file system should look:

    Player Settings: Other Settings Example

8. Codesign libCoreSdkDll.dylib

  1. Inside your Xcode project, go to the Build Phases Tab and add libCoreSdkDll.dylib to the Copy Files section as an Executable.

    Player Settings: Build Phases Tab Example

    If you don’t see a Copy Files section, select your application target and go to Editor->Add Build Phase->Add Copy Files Build Phase in the Xcode menu.

  2. Codesign the libCoreSdkDll.dylib in your project using your Apple Certificates. This can be done by running the following command in the terminal:

    codesign -s "iPhone Developer" <path_to_project>/workers/unity/build/worker/UnityClient@iOS/UnityClient@iOS/Data/libCoreSdkDll.dylib
    

9. Build and run Xcode project

  1. In Xcode, start building your project using the Product->Build menu or by using CMD+B.
  2. If you observe build errors related to unknown type names, this is due to a bug in Unity’s IL2CPP code generation. We provide a script to fix these errors automatically:

    1. Ensure you have pcregrep installed to run the script successfully.
    2. Download this script, if you use Unity 5.6.0.
    3. Download this script, if you use Unity 2017.3.
    4. Place the script into workers/unity and run it.

    5. You might see the following error when running the script: "xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance".

      This can be fixed by running xcode-select -s /Applications/Xcode.app/Contents/Developer.

  3. Run the project from Xcode by using the Product->Run menu, or using CMD+R, or pressing the play button.

    Note: As with all client workers, make sure that your server is running, either locally (spatial local launch) or from a deployment (spatial cloud launch).

If successful, Xcode will complete the build and begin running the application on your iOS device or iOS Simulator.

BlankProject running on the iOS Simulator

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