Removed app(s), Cleaned project, restarted both devices ... still same problem...
EDIT: Repeat, stupidest error ever.
No really, what should I do? Spent 2 days trying to get this Xcode 4 working now...
A fast, easy to use, free, and community supported 2D game engine
Removed app(s), Cleaned project, restarted both devices ... still same problem...
EDIT: Repeat, stupidest error ever.
No really, what should I do? Spent 2 days trying to get this Xcode 4 working now...
@SciFiDad - It was I think to do with a supposedly faulty/missing private key in my Certificate, but ...
it goes something like this. http://www.cocos2d-iphone.org/forum/topic/21840#post-121305
A little late, but whenever I've seen that "immediately quit on run" thing it was fixed by deleting the existing schemes and recreating them.
@Duckwit, did you recreate, download and install new certificates (not just provisioning profiles) on your machine? Your developer certificate is bound to the OS, not just the hardware. If you reinstall your OS, you have a new identity and you need to recreate the developer and distribution certificates to match that. Plus install the WWDR one.
ok, I bit the bullet and went for an overwrite installation. As a first test, I tried to create a project for cocos2d, before attempting any template installs... and there were a small subset of cocos templates but without versions. I created a box2D template and it compiled and ran?? Why have I to had to install XCode 4 compatible templates, and how can I tell the version of cocos2d (its not in the readme)? I wont have to anything if its version 1.0...saying that I havent tried to open an existing project yet.
I too have upgraded from 0.99.5 and the final version of Xcode 3 SDK 4.3 I now have 1.0.1 and Xcode 4.2 SDK 5.0 installed.
I was forced to do it after getting my new iPhone 4S and discovering I could not build apps to it using my old SDK 4.3
So far, I have managed to successfully build the Cocos2D Xcode 4 Hello World Template and run it on my 4S. When doing so I get 4 deprecation warnings regarding the following Cocos2D class:
CLScoreServerRequest.m
"uniqueIdentifier" is deprecated in iOS5.
[self addValue:[[UIDevice currentDevice] uniqueIdentifier] key:@"cc_device_id"];
[self addValue:gameName key:@"cc_gamename"];
[self addValue:[self getHashForData] key:@"cc_hash"];
[self addValue:SCORE_SERVER_PROTOCOL_VERSION key:@"cc_prot_ver"];
// create the request
[receivedData setLength:0];
// it's not a call for rank
reqRankOnly = NO;
NSString *device = @"";
if( flags & kQueryFlagByDevice )
device = [[UIDevice currentDevice] uniqueIdentifier];
These are in the "submitScore" and "requestScores" methods.
This class is in "cocoslive", which I have yet to ever use.. I assume then, CocosLive is now broken in iOS 5?
Some talk about a work around below which is outside of my current scope of knowledge:
http://stackoverflow.com/questions/6993325/uidevice-uniqueidentifier-deprecated-what-to-do-now
Those mean just what they say. The UDID is deprecated in iOS5. It will still work, but see the docs for the new preferred approach.
See which "docs" for the preferred approach? I see mention of UDID and UUID and don't know anything about either one of them..
Option-click on uniqueIdentifier in Xcode, then click the little book icon. Those docs. The updated iOS 5 docs discuss the deprecation and an alternate approach, and it's probably also mentioned in the header file for UIDevice.
uniqueIdentifier is the device's Unique Device ID (udid).
Maybe this code helps you to solve the problem with uniqueIdentifier
https://github.com/gekitz/UIDevice-with-UniqueIdentifier-for-iOS-5
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