[FR] Please, let iOS Resolver run pod install
on platforms, other than macOS, too
#693
Labels
pod install
on platforms, other than macOS, too
#693
Feature proposal
Please, let iOS Resolver run
pod install
not only on macOS. CocoaPods can be installed on Linux too.We are enabling Continous Integration for our projects, based on Game CI guidelines (https://game.ci/docs/gitlab/getting-started).
While dockerized macOS is quite unsupported, we use Linux Docker runners to build XCode project in Unity for iOS target, then compile and package them using fastlane on macOS shell runner.
I think this is a very common setup among Game CI users.
And there is very popular ads SDK AppLovin MAX Unity Plugin, whose installation and runtime working on iOS heavily depend on it's Postprocessing scripts.
They run them only if the pods were installed before: https://github.com/AppLovin/AppLovin-MAX-Unity-Plugin/blob/fcffcfb21b5f13b3476d626d34a221ad3c7d499a/DemoApp/Assets/MaxSdk/Scripts/IntegrationManager/Editor/AppLovinPostProcessiOS.cs#L249
The problem is, EDM don't even try to run
pod install
on platforms other than macOS (unity-jar-resolver/source/IOSResolver/src/IOSResolver.cs
Line 1802 in a3a46e5
unity-jar-resolver/source/IOSResolver/src/IOSResolver.cs
Line 2731 in a3a46e5
So, when we build Unity project on macOS, everything is OK, pods are installed by iOS Resolver in Unity, then AppLovinPostProcessiOS do it's XCode project changes.
But when we build Unity project on Linux Docker Game CI runner, who does have installed CocoaPods, iOS Resolver doesn't install pods, and AppLovinPostProcessiOS doesn't run.
Please, let iOS Resolver run
pods install
on platforms, other than macOS, too.The text was updated successfully, but these errors were encountered: