Closed Davidnovarro closed 1 year ago
Hi @Davidnovarro,
Thanks for bringing this to our attention. I was able to replicate the issue using the steps you provided. Let me relay my observations to the team. That said, I'll be marking this as a bug, and you may refer to this thread for updates.
said
Thanks @paulinon for your response, while this issue is being addressed could you suggest a workaround? I'm trying to find a way to link FB frameworks as dynamic and all the others as static, but still no luck.
Hi @Davidnovarro,
I brought this up to the team, and it turns out that the cause of this behavior lies within the Facebook SDK. It's possible that it contains the code to force add use_frameworks!
in your Podfile regardless of EDM4U settings. This forces your framework to always be linked dynamically. That said, you may raise this in the Facebook SDK for Unity GitHub repository as they have the proper resources and tools that enable them to get a closer look at the issue you've encountered.
My project uses Facebook SDK (for signing-in etc..) and Google Moblie Ads SDK with mediation adapters, the problem is that mediation adapters (Applovin 6.7.0 for example) work only when "Link Frameworks Statically" is set to true, but in that case, the game crashes because of Facebook SDK.
In case static "Link Frameworks Statically" is set to true Xcode build succeeds, but the app crashes at lunch with these exceptions: (Full Crash Log)
In case static "Link Frameworks Statically" is set to false the Xcode fails to build with these exceptions: (Screenshot)
Versions:
I want to mention that if I remove the Applovin adapter the build works correctly when Link Frameworks Statically is set to false. It also works as expected when the Link Frameworks Statically is set to true but FB SDK is removed.
Steps to reproduce:
1) Download the minimal sample project that I've made from here: (Project Link) 2) Try o build with Xcode and run it on a device