When you build a Unity Project for the iOS platform, Unity creates a folder that contains an Xcode project. You need this project to compile and sign your app before you deploy it on a device. You also need to use it to prepare and bundle your game for distribution on the App Store. The Xcode project structure has changed as of Unity 2019.3 to support Unity integration into native iOS applications via Unity as a Library.
Before you build your Project for iOS, make sure that you set the Bundle Identifier in the iOS Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary (menu: Edit > Project Settings > Player Settings). You can also choose whether your app targets the simulator or an actual device. To do this, change the SDK version field.
Every generated Unity iOS Xcode project has the following structure and targets:
libGameAssembly.a
: A static library that contains all the project’s managed code, cross-compiled to C++, and built for iOS.il2cpp.a
: A static library that contains the IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More infoThe Classes folder contains code that integrates the Unity Runtime and Objective-C. Unity stores the entry points of the application in the main.mm and UnityAppController.mm/h files inside this folder. You can create your own AppDelegate derived from UnityAppController, or, if any of your plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary include AppController.h, you can include UnityAppController.h instead. If your Plugins/iOS folder includes_ AppController.mm/h_, you can merge and rename them.
The InternalProfiler.h file also defines a compiler conditional to enable the Internal ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary. The code in this folder doesn’t change often, and you can place custom classes here. If you select the Append mode, Xcode preserves changes to this folder between builds. However, this function doesn’t support multiple build targets and requires a fixed structure of the Libraries folder.
Unity’s internal Profiler is fast and unobtrusive, and feeds basic information about:
For more information, see documentation about the built-in Profiler.
This folder contains your application’s serialized assets, as well as .NET assemblies (.dll or .dat files) as either full code or metadata, depending on code stripping settings. The machine.config file sets up various .NET services such as security and WebRequest. Xcode refreshes the contents of this folder with every build. You shouldn’t make any changes to it.
By default, the Data folder’s Target Membership is the Unity-iPhone target, and Unity Runtime searches for it in the mainBundle
. To change the default bundle where Unity Runtime looks for the Data folder, call setDataBundleId: "com.my.product"
on the UnityFramework instance before you call one of the run functions. For example, if you want to have Data together with the UnityFramework call, use setDataBundleId: "com.unity3d.framework"
and set the Target Membership to UnityFramework.
Note: On-Demand Resources are only supported when the Data folder is a part of the Application target and not a part of the UnityFramework target.
The Libraries folder contains libil2cpp.a for IL2CPP. The libiPhone-lib.a file is the Unity Runtime static library, and RegisterMonoModules.cpp binds Unity native code with .NET. Xcode and refreshes the contents of this folder with every build. You shouldn’t make any changes to it.
You can place your custom files here.
Icons and splash screens (.png files) are located in asset catalogs in the Unity-iPhone folder. Unity automatically manages these files. Launch Screens, their XML Interface Builders (.xib files), and Storyboard files are stored in the Project’s root folder. To set them up in Unity use the Player Settings window (menu: Edit > Project Settings > Player Settings). When you create custom launch images, make sure they adhere to Apple’s Human Interface Guidelines.
You can manage the /Info.plist file within the Unity-iPhone target (accessed via mainBundle
) from Unity’s Player Settings (menu: Edit > Project Settings > Player Settings, then select the Other section and scroll down to the Identification section; for more details, see documentation on iOS Player settings - Identification). When Unity builds the Player, it updates this file rather than replacing it. Don’t make changes to it unless you have to.
The /UnityFramework/Info.plist file (accessed via bundleWithIdentifier:@"com.unity3d.framework"
) is a part of UnityFramework. You can keep values here instead of mainBundle’s /Info.plist file to make sure that you can still get these values if UnityFramework is moved into another application.
These include the Xcode project file (.xcodeproj file), and framework links that only appear in the Project Navigator.
When you use command line arguments to specify build settings, these affect all Xcode project targets. To prevent this, some build settings have suffixed versions which you can use to specify which target your build settings affect. This is implemented through User-Defined Settings (*APP suffix used for application target and *FRAMEWORK suffix for framework target).
When building with xcodebuild, use suffixed versions for:
PRODUCT_NAME -> PRODUCT_NAME_APP
PROVISIONING_PROFILE -> PROVISIONING_PROFILE_APP
PROVISIONING_PROFILE_SPECIFIER -> PROVISIONING_PROFILE_SPECIFIER_APP
OTHER_LDFLAGS -> OTHER_LDFLAGS_FRAMEWORK
Based on your custom build pipeline, you can extend the list to cover other settings.
To modify a generated Xcode project, use Xcode.PBXProject.
As of Unity 2019.3, PBXProject.GetUnityTargetName
and pbxProject->TargetGuidByName("Unity-iPhone")
are obsolete. Instead, you can use either pbxProject->GetUnityFrameworkTargetGuid()
, or pbxProject->GetUnityMainTargetGuid()
:
// Obsolete
string targetGuid = proj.TargetGuidByName("Unity-iPhone");
string targetGuid = proj.TargetGuidByName(PBXProject.GetUnityTargetName());
// Instead call one of these
string targetGuid = proj.GetUnityFrameworkTargetGuid();
string targetGuid = proj.GetUnityMainTargetGuid();
If you need to support both old and new code paths in your package or custom build postprocessor, follow these steps:
string mainTargetGuid;
string unityFrameworkTargetGuid;
var unityMainTargetGuidMethod = proj.GetType().GetMethod("GetUnityMainTargetGuid");
var unityFrameworkTargetGuidMethod = proj.GetType().GetMethod("GetUnityFrameworkTargetGuid");
if (unityMainTargetGuidMethod != null && unityFrameworkTargetGuidMethod != null)
{
mainTargetGuid = (string)unityMainTargetGuidMethod.Invoke(proj, null);
unityFrameworkTargetGuid = (string)unityFrameworkTargetGuidMethod.Invoke(proj, null);
}
else
{
mainTargetGuid = proj.TargetGuidByName ("Unity-iPhone");
unityFrameworkTargetGuid = mainTargetGuid;
}
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.