如何在 iOS 上修复 Ironsource Unity SDK 中的错误

gri*_*eer 1 unity-game-engine ios ironsource

我正在 Unity 中为移动设备制作游戏。我使用 Ironsource 作为广告中介。我已将 SDK 添加到我的项目中,并在 Android 上运行。

如果我将构建目标切换到 iOS,我会收到编译器错误..

Assets\IronSource\Editor\IronSourceBuildPostprocessor.cs(53,48):错误 CS0619:“PBXProject.GetUnityTargetName()”已过时:“此功能已弃用。现在有两个目标,调用 GetUnityMainTargetGuid() - 对于应用程序或 GetUnityFrameworkTargetGuid() - 对于源/插件获取 Guid 而不是调用 TargetGuidByName(GetUnityTargetName())。

我在 Unity 2019.3.2f1 上 2019.3 之后的任何功能都已弃用。

因此,与其等待来自 Ironsource 的修复或答案,我可以自己解决此问题,方法是将已弃用的函数替换为错误中建议的任何一个函数...

但哪一个?我不知道该函数的作用是什么.. 这是有问题的行所在的 Ironsource sdk 中的整个类.. 该文件名为 IronSourceBuildPostprocessor.cs 我标记了错误的行。

#if UNITY_IOS 

using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using System;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Reflection;

namespace IronSource.Editor
{
    public class IronSourceBuildPostprocessor
    {
        [PostProcessBuild]
        public static void OnPostprocessBuild (BuildTarget buildTarget, string buildPath)
        {
            if (buildTarget == BuildTarget.iOS) {
                string projectPath = buildPath + "/Unity-iPhone.xcodeproj/project.pbxproj";
                string dirpath = Application.dataPath + "/IronSource/Editor/";
                string currentNamespace = MethodBase.GetCurrentMethod().DeclaringType.Namespace;

                updateProject (buildTarget, projectPath);

                if (Directory.Exists (dirpath)) {
                    //Match the classes that has "Settings" in their name, and don't start with "I"
                    var files = Directory.GetFiles (dirpath, "*.cs", SearchOption.TopDirectoryOnly).Where (file => Regex.IsMatch (Path.GetFileName (file), "^(?!IAdapter).+Settings.*$"));

                    //Go over all the adapter settings classes, and call their updateProject method
                    foreach (string file in files) {
                        string classname = Path.GetFileNameWithoutExtension (file);

                        if (!String.IsNullOrEmpty (classname)) {
                            IAdapterSettings adapter = (IAdapterSettings)Activator.CreateInstance (Type.GetType (currentNamespace + "." + classname));
                            adapter.updateProject (buildTarget, projectPath);
                        }
                    }
                }
            }

            Debug.Log ("IronSource build postprocessor finished");
        }

        private static void updateProject (BuildTarget buildTarget, string projectPath)
        {
            Debug.Log ("IronSource - Update project for IronSource");

            PBXProject project = new PBXProject ();
            project.ReadFromString (File.ReadAllText (projectPath));

            string targetId = project.TargetGuidByName (PBXProject.GetUnityTargetName ()); // THIS IS BAD LINE!!!

            // Required System Frameworks
            project.AddFrameworkToProject (targetId, "AdSupport.framework", false);
            project.AddFrameworkToProject (targetId, "AudioToolbox.framework", false);
            project.AddFrameworkToProject (targetId, "AVFoundation.framework", false);
            project.AddFrameworkToProject (targetId, "CoreGraphics.framework", false);
            project.AddFrameworkToProject (targetId, "CoreMedia.framework", false);
            project.AddFrameworkToProject (targetId, "CoreTelephony.framework", false);
            project.AddFrameworkToProject (targetId, "CoreVideo.framework", false);
            project.AddFrameworkToProject (targetId, "CFNetwork.framework", false);     
            project.AddFrameworkToProject (targetId, "Foundation.framework", false);
            project.AddFrameworkToProject (targetId, "MobileCoreServices.framework", false);
            project.AddFrameworkToProject (targetId, "QuartzCore.framework", false);
            project.AddFrameworkToProject (targetId, "Security.framework", false);
            project.AddFrameworkToProject (targetId, "StoreKit.framework", false);
            project.AddFrameworkToProject (targetId, "SystemConfiguration.framework", false);
            project.AddFrameworkToProject (targetId, "WebKit.framework", false);


            project.AddFileToBuild (targetId, project.AddFile ("usr/lib/libz.tbd", "Frameworks/libz.tbd", PBXSourceTree.Sdk));

            // Custom Link Flag
            project.AddBuildProperty (targetId, "OTHER_LDFLAGS", "-ObjC");

            File.WriteAllText (projectPath, project.WriteToString ());
        }
    }
}
#endif
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gri*_*eer 7

所以铁源说要这样做..

#if UNITY_2019_3_OR_NEWER
string targetId = project.GetUnityFrameworkTargetGuid();
#else
string targetId = project.TargetGuidByName(PBXProject.GetUnityTargetName());
#endif
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他们还说“这是 Unity 和 Apple 的错误,但你可以试试这个”,这显然是彻头彻尾的废话。他们为什么不通过添加这些行来修复他们的 SDK?