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dyld[38703]: Library not loaded: @rpath/FBSDKCoreKit.framework/FBSDKCoreKit #2121

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salahelsayed99 opened this issue Oct 1, 2022 · 91 comments
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@salahelsayed99
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Checklist before submitting a bug report

Xcode version

Version 13.1

Facebook iOS SDK version

15.0.0

Dependency Manager

CocoaPods

SDK Framework

Core

Goals

Avoid crash the app when i use the "15.0.0" version of sdk, if i used an oldest version everything is fine.

Expected results

Avoid crash

Actual results

App crashes in the beginning when i used "15.0.0" version of sdk, if i used an oldest version everything is fine.

I tried to use "use_modular_headers!".
I tried to delete derived data.

Steps to reproduce

No response

Code samples & details

No response

@tallot13
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tallot13 commented Oct 4, 2022

same

@abbassk
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abbassk commented Oct 4, 2022

same here

@cristian1980
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I encountered the same issue. Are you guys using obj-C/C++ ?

I was hoping this was the issue for me. On the mainpage of this GIT there is a warning that I should start writing some wrappers around FB code.

⚠️ Be Advised ⚠️

We have begun rewriting the iOS SDK in Swift in order to modernize the code base.Please monitor the changelog for updates to existing interfaces but keep in mind that some interfaces will be unstable during this process. As such, updating to a minor version may introduce compilation issues related to language interoperability. Using symbols now defined in Swift may require using @import syntax from Objective-C and using C++ will likely require workarounds like creating wrappers in Objective-C.Please bear with us as we work towards providing an improved experience for integrating with the Facebook platform.

@tallot13
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tallot13 commented Oct 6, 2022

i use swift

@christinachanhk
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christinachanhk commented Oct 6, 2022

Will that be the reason on old cores?

As I got 2 Macs, the one with M1 Pro core works fine, but the other with old core encounter the same error.

The Mac with old core:
Mac mini (2018)
Processor 3.2 GHz 6-Core Intel Core i7

@feroenmmek
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Will that be the reason on old cores?

As I got 2 Macs, the one with M1 Pro core works fine, but the other with old core encounter the same error.

The Mac with old core: Mac mini (2018) Processor 3.2 GHz 6-Core Intel Core i7

@salahelsayed99
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Will that be the reason on old cores?

As I got 2 Macs, the one with M1 Pro core works fine, but the other with old core encounter the same error.

The Mac with old core: Mac mini (2018) Processor 3.2 GHz 6-Core Intel Core i7

My mac: Mac pro (2014 mid) Processor 2.5 GHz Quad-Core Intel Core i7

@astrokin
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astrokin commented Oct 6, 2022

the same for me. adhoc works, but release config crash on start with

DYLD error: Library not loaded: @rpath/FBSDKCoreKit.framework/FBSDKCoreKit + 0

@Pashkagreen
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The same, tried to change different rpaths, nothing helped

@peterpaulis
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peterpaulis commented Oct 10, 2022

+1 here

dyld[27349]: Library not loaded: @rpath/FBSDKCoreKit.framework/FBSDKCoreKit
  Referenced from: <BD0073D3-6A76-337D-8731-43E71FE6EDBC> /private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/DennikN
  Reason: tried: '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/preboot/Cryptexes/OS@rpath/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/System/Library/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache)
Library not loaded: @rpath/FBSDKCoreKit.framework/FBSDKCoreKit
  Referenced from: <BD0073D3-6A76-337D-8731-43E71FE6EDBC> /private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/DennikN
  Reason: tried: '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2, not in dyld cache), '/private/preboot/Cryptexes/OS/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (errno=2), '/private/var/containers/Bundle/Application/26C1B8C3-2EA9-49CE-88F6-E06DAEBCF024/DennikN.app/Frameworks/FBSDKCoreKit.framework/FB
dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib

@wangjian201314
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wangjian201314 commented Oct 11, 2022

image

In your Xcode ,go the General tab of your Main Project.. there you will find an Embedded Binaries field and add the required framework there . Crash will be resolved.

@astrokin
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downgrade to 14.1.0 helped

@Pashkagreen
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downgrade to 14.1.0 helped

+1

@clding
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clding commented Oct 11, 2022

same +1
xcode13.4.1 + swift + fb15.0.0

@lidorf-gurushots
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same error
Xcode 14.0.1
SDK version: 15.0.0
any news about this error?

@DIGITALSQUAD
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DIGITALSQUAD commented Oct 13, 2022

image

In your Xcode ,go the General tab of your Main Project.. there you will find an Embedded Binaries field and add the required framework there . Crash will be resolved.

Additionally added FBSDKGamingServicesKit.xcframework fixed this issue.
スクリーンショット 2022-10-13 17 06 03

@liweican1992
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same here
down to 14.1.0 helped

@FatCat-TT
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FatCat-TT commented Oct 17, 2022

Embedded Binaries field and add the required framework not work
in my xcode will build failed
info:
duplicate output file on task: ProcessXCFramework
Multiple commands produce

@joesus
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joesus commented Oct 18, 2022

salahelsayed99 thanks for opening this issue! Can you provide a sample project or Podfile to help reproduce?

@umair-khan97
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Try Installing with SPM

@djMax
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djMax commented Oct 22, 2022

what's SPM?

@umair-khan97
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what's SPM?

Swift Package Manager

@djMax
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djMax commented Oct 23, 2022

Interesting. I'm in a react-native env, via react-native-fbsdk-next, so I don't think that's an option, but it certainly sounds like a plausible explanation as to why it's breaking.

@Achilles0509
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I have 2 Macs, but error only happens on old mac.

image

Here is a detailed error message.

Exception Type:  EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note:  EXC_CORPSE_NOTIFY
Termination Reason: DYLD 1 Library missing
Library not loaded: @rpath/FBSDKCoreKit.framework/FBSDKCoreKit
Referenced from: /Users/USER/Library/Developer/CoreSimulator/Devices/5FB219D0-6B8C-4EFC-8B2D-5BB8D9573900/data/Containers/Bundle/Application/A89C2832-022C-43C5-BB30-107DE9587660/Awesome.app/Awesome
Reason: tried: '/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 15.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (no such file), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (no such file), '/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 15.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (no such file), '/usr/lib/swift/FBSDKCoreKit.framework/FBSDKCoreKit' (no such file), '/Users/mactron/Library/Developer/CoreSimulator/Devices/5FB219D0-6B8C-4EFC-8B2D-5BB8D9573900/data/Containers/Bundle/Application/A89C2832-022C-43C5-BB30-107DE9587660/Awesome.app/Frameworks/FBSDKCoreKit.framework/FBSDKCoreKit' (no such file), '/Users/mactron/Libra
(terminated at launch; ignore backtrace)

@Achilles0509
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image In your Xcode ,go the General tab of your Main Project.. there you will find an Embedded Binaries field and add the required framework there . Crash will be resolved.

Additionally added FBSDKGamingServicesKit.xcframework fixed this issue. スクリーンショット 2022-10-13 17 06 03

It worked for me, but I don't like this approach.
It changes project.pbxproj file, but I don't want to merge changes to main branch.
Does anyone have better solution?

@felipecastrosales
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news about this? Same issue here.

@derwaldgeist
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Same issue here.

I have severe problems to get the SDK work with Unity 2019.4.40. I was forced to upgrade, because targeting Android 12 is now required by Google, and this broke the older Facebook SDK version 8 I was using. Upgrading for Android was already a nightmare. Now that I finally got this working, I ran into the iOS crash bug described here. Facebook's QA team seems to have serious issues. And they don't even seem to care about error reports. We're actually thinking about removing Facebook login from our app altogether. This takes up way too much dev time.

@derwaldgeist
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derwaldgeist commented Jan 23, 2023

To recap in case someone is facing the same issue:

Thanks for the writeup. However, these manual tasks are unbearable if you're building new app versions often. Did you ever manage to automate this via Unity build scripts?

@derwaldgeist
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derwaldgeist commented Jan 23, 2023

I was finally able to create a build script that resolved the problem for me on Unity 2019.4:

#if UNITY_IOS
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using UnityEditor.iOS.Xcode.Extensions;
using UnityEngine;
using System.Collections.Generic;
#endif

public class FixFacebookSDK15_1
{
#if UNITY_IOS

	[PostProcessBuild]
	public static void OnPostprocessBuild(BuildTarget target, string buildPath) {
		if (target != BuildTarget.iOS) return;
		Debug.Log("Applying Facebook SDK 15.1.0 workaround. Remove me once Facebook has patched this.");

		string pbxProjectPath = PBXProject.GetPBXProjectPath(buildPath);
		PBXProject proj = new PBXProject();
		proj.ReadFromFile(pbxProjectPath);
		string targetGuid = proj.GetUnityFrameworkTargetGuid();
		string mainTargetGuid = proj.GetUnityMainTargetGuid();

		List<string> frameworks = new List<string>();
		frameworks.Add("FBSDKCoreKit");
		frameworks.Add("FBSDKGamingServicesKit");

		foreach (string framework in frameworks) {
			var fileName = framework + ".xcframework";
			var src = Path.Combine("Pods", framework, "XCFrameworks", fileName);
			var fullSrc = Path.Combine(buildPath, src);
			var dest = Path.Combine("Frameworks", fileName);
			var findBefore = proj.FindFileGuidByProjectPath(src);
			var name = proj.AddFile(src, src);
			proj.AddFileToBuild(targetGuid, name);
			var findAfter = proj.FindFileGuidByProjectPath(src);
			proj.AddFileToEmbedFrameworks(mainTargetGuid, name);
		}
		proj.WriteToFile(pbxProjectPath);
	}

#endif
}

Not sure if this is a generic solution, but my app did not crash anymore. I only added two of the frameworks and was even able to use Facebook Login with this configuration. You might want to add more in your case if needed.

In case you are experiencing issues with other frameworks, you might want add a sequence number to the PostProcessBuild attribute, e.g. like this:

[PostProcessBuild(1000)]

to control when this script is being executed in the list of other post process build scripts.

The method AddFileToEmbedFrameworks doesn't seem to be available in newer Unity versions, so it might have to be replaced something else.

@romas34
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romas34 commented Jan 31, 2023

Correct code for adding facebook's frameworks (working):

[PostProcessBuild(1000)]
 public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject)  {
     if (buildTarget != BuildTarget.iOS) return;

     //Debug.Log("Applying Facebook SDK 15.1.0 workaround. Remove me once Facebook has patched this.");
     string projectPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
     PBXProject project = new PBXProject();
     project.ReadFromFile(projectPath);
     string mainTargetGuid = project.GetUnityMainTargetGuid();

     List<string> frameworks = new List<string> {
         "FBSDKCoreKit",
         "FBSDKGamingServicesKit"
     };
     foreach (string framework in frameworks) {
         string frameworkName = framework + ".xcframework";
         var src = Path.Combine("Pods", framework, "XCFrameworks", frameworkName);
         var frameworkPath = project.AddFile(src, src);
         project.AddFileToBuild(mainTargetGuid, frameworkPath);
         project.AddFileToEmbedFrameworks(mainTargetGuid, frameworkPath);
     }
     // Write.
     project.WriteToFile(projectPath);
 }

@derwaldgeist
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Ah, sorry, I kept some debug stuff in accidently. Glad you corrected the code.

@derwaldgeist
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Are you sure your code actually works? IIRC, I had to add the frameworks to the UnityFrameworkTarget as well.

@romas34
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romas34 commented Feb 3, 2023

Are you sure your code actually works? IIRC, I had to add the frameworks to the UnityFrameworkTarget as well.

Yes.This is the working code. I spent a couple of days trying to fix this issue so that the app doesn't crash.

@derwaldgeist
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Ok, I can confirm it works on both 2019.4.31 and 2021.3.16. And it's simpler.

Was there a particular reason why you added the (1000) attribute?

@derwaldgeist
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Just realized that on Unity 2021, you need to add more frameworks. Here's my updated code:

#if UNITY_IOS
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using UnityEditor.iOS.Xcode.Extensions;
using UnityEngine;
using System.Collections.Generic;
#endif

// https://github.com/facebook/facebook-ios-sdk/issues/2121
public class FixFacebookSDK15_1
{
#if UNITY_IOS

	[PostProcessBuild]
	public static void OnPostprocessBuild(BuildTarget target, string buildPath) {
		if (target != BuildTarget.iOS) return;
		Debug.Log("Applying Facebook SDK 15.1.0 workaround. Remove me once Facebook has patched this.");

		string pbxProjectPath = PBXProject.GetPBXProjectPath(buildPath);
		PBXProject proj = new PBXProject();
		proj.ReadFromFile(pbxProjectPath);
		string mainTargetGuid = proj.GetUnityMainTargetGuid();

		List<string> frameworks = new List<string>();
		frameworks.Add("FBSDKCoreKit");
		frameworks.Add("FBSDKGamingServicesKit");
		frameworks.Add("FBAEMKit");
		frameworks.Add("FBSDKCoreKit_Basics");
		frameworks.Add("FBSDKLoginKit");
		frameworks.Add("FBSDKShareKit");
		foreach (string framework in frameworks) {
			var fileName = framework + ".xcframework";
			var src = Path.Combine("Pods", framework, "XCFrameworks", fileName);
			var fileGuid = proj.AddFile(src, src);
			proj.AddFileToBuild(mainTargetGuid, fileGuid);
			proj.AddFileToEmbedFrameworks(mainTargetGuid, fileGuid);
		}
		proj.WriteToFile(pbxProjectPath);
	}

#endif
}

With this setup, Facebook login is working. Not sure if you need even more frameworks if you're using other stuff. Interestingly, not even FBSDKLoginKit was needed on Unity 2019.4, although login worked fine.

@romas34
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romas34 commented Feb 6, 2023

Was there a particular reason why you added the (1000) attribute?

No :) just to make sure it executes last.

@adityawibisana
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On my end, I have to change podfile, and change
FBSDKCoreKit to version 15

pod 'FBSDKCoreKit', '~> 15.1'

@derwaldgeist
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I thought I had fixed this using the script above. The builds ran through and everything worked fine on my iPhone.

But now I wanted to push the version the app store. When uploading the build to the store, I got an error message:

image

It goes on like this:

image

This is for Unity 2019.4. On 2021.3, I am getting an additional error messages, which is related to Unity's own Framework:

image

It tells me that UnityFramework.framework it has a disallowed file "Frameworks". WTF?!

Any idea what is going on here and why the frameworks are in the wrong folder?! This is really driving me nuts. We have an important release soon, and it bugs if you notice something like this when trying to push your stuff to the stores... I wish we never integrated that crappy Facebook stuff in the first place.

@derwaldgeist
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derwaldgeist commented Mar 3, 2023

Ok, I was able to fix the double reference to the Facebook libraries. This was actually an error in my post build script. Here's the updated version:

#if UNITY_IOS
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using UnityEditor.iOS.Xcode.Extensions;
using UnityEngine;
using System.Collections.Generic;
#endif

// https://github.com/facebook/facebook-ios-sdk/issues/2121
public class FixFacebookSDK15_1
{
#if UNITY_IOS

	[PostProcessBuild]
	public static void OnPostprocessBuild(BuildTarget target, string buildPath) {
		if (target != BuildTarget.iOS) return;
		Debug.Log("Applying Facebook SDK 15.1.0 workaround. Remove me once Facebook has patched this.");

		string pbxProjectPath = PBXProject.GetPBXProjectPath(buildPath);
		PBXProject proj = new PBXProject();
		proj.ReadFromFile(pbxProjectPath);
		string mainTargetGuid = proj.GetUnityMainTargetGuid();

		List<string> frameworks = new List<string>();
		frameworks.Add("FBSDKCoreKit");
		frameworks.Add("FBSDKGamingServicesKit");
		frameworks.Add("FBAEMKit");
		frameworks.Add("FBSDKCoreKit_Basics");
		frameworks.Add("FBSDKLoginKit");
		frameworks.Add("FBSDKShareKit");
		foreach (string framework in frameworks) {
			var fileName = framework + ".xcframework";
			var src = Path.Combine("Pods", framework, "XCFrameworks", fileName);
			var fileGuid = proj.AddFile(src, src);
			proj.AddFileToEmbedFrameworks(mainTargetGuid, fileGuid);
		}
		proj.WriteToFile(pbxProjectPath);
	}

#endif
}

The culprit was this line:

proj.AddFileToBuild(mainTargetGuid, fileGuid);

@derwaldgeist
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derwaldgeist commented Mar 3, 2023

There are still two issues that require manual tweaks:

  • Unity 2021.3 does not set the "signing team" on the UnityFramework target.
  • "Always Embed Standard Swift Libraries" has to be "NO" on the UnityFramework

I'm now trying to find a way to automate these two steps. If any of these is missing, publishing to the AppStore will fail.

@abdullah1826
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On my end, I have to change podfile, and change FBSDKCoreKit to version 15

pod 'FBSDKCoreKit', '~> 15.1'

I had the same version but it was giving me error now trying to change to older version

@xinatcg
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xinatcg commented Mar 24, 2023

Same issue on Unity Facebook SDK 15.1

@kirti-swiggy
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Got fixed after updating Cocoapod to 1.12.0. Adding FBSDKCoreKit_Basics.xcframework in Frameworks, Libraries, and Embedded Content is causing build failure in CI systems.

@carsonxw
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carsonxw commented Apr 4, 2023

Got if fixed by upgrading Cocoapod from 1.11.2 to 1.12.0.

Xcode version: 14.3
MacOS Version: Ventura 13.3 (22E252)
Chip: Intel Core i7

moritz-wundke added a commit to SpaceGoGames/facebook-sdk-for-unity that referenced this issue Apr 5, 2023
@devibrahimkarahan
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As @hochungwong mentioned, when i upgrade cocoapods to 1.12.0 (mine was 1.11.3), its fixed.

  • Xcode 14.2
  • M1, Ventura 13.0
  • Pods 1.12.0
  • Flutter: 3.7.6
  • No podfile changes, still using
  use_frameworks!
  use_modular_headers!
  • No addition to Frameworks, Libraries, and Embedded Content

@umairali435
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Any update on this issue ?

@vishna
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vishna commented Apr 25, 2023

seems to be fixed after upgrading cocoapods to 1.12.1 (flutter+facebook_app_events), so can confirm what @hochungwong & @devibrahimkarahan wrote

@spo-mmorales
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seems to be fixed after upgrading cocoapods to 1.12.1 (flutter+facebook_app_events), so can confirm what @hochungwong & @devibrahimkarahan wrote

It works for me

@ivory-code
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Got if fixed by upgrading Cocoapod from 1.11.2 to 1.12.0.

It works for me.

Xcode version: 14.3 (14E222b)
MacOS: Ventura 13.3.1 (22E261)
Processor: Intel Core i9

@mtr1012
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mtr1012 commented Sep 8, 2023

Same issue on MacOS Sonoma. Upgrading the cocoapods to the latest version didn't help. Terrible facebook. Your SDK give us so much tired. We need to upgrade it constantly just to use your sign in feature? and your sdk breaks our project. Wtf?

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