• Hey Guest! Ever feel like entering a Game Jam, but the time limit is always too much pressure? We get it... You lead a hectic life and dedicating 3 whole days to make a game just doesn't work for you! So, why not enter the GMC SLOW JAM? Take your time! Kick back and make your game over 4 months! Interested? Then just click here!
  • Hello [name]! Thanks for joining the GMC. Before making any posts in the Tech Support forum, can we suggest you read the forum rules? These are simple guidelines that we ask you to follow so that you can get the best help possible for your issue.

iOS Does GM2 support IOS 9.x ?

B

booksmaster

Guest
Hi all! Ive encountered a problem with publishing games for IOS 9.x. It crashed at start with message

Dyld Message: Library not loaded: /System/Library/Frameworks/UserNotifications.framework/UserNotifications + 0


Does anyone know if GM even supports 9.X IOS versions ??
 

Ricardo

Member
According to YoYo's documentation: Please note that whilst Xcode 11 will still build projects targeting iOS 9 or older, Apple doesn't support anything older than iOS 10, these devices often can't access the AppStore so there's no real commercial need to do work to support them, and in order to submit to the AppStore you need to support all the newer iOS versions... So please don't test using only old devices.
 
B

booksmaster

Guest
According to YoYo's documentation: Please note that whilst Xcode 11 will still build projects targeting iOS 9 or older, Apple doesn't support anything older than iOS 10, these devices often can't access the AppStore so there's no real commercial need to do work to support them, and in order to submit to the AppStore you need to support all the newer iOS versions... So please don't test using only old devices.
This is not particularly true coz we have about 10% of 9.x users that play our games and update it when available.

Just to inform. I've managed to fix the bug. Actually there are two bugs. One is in billing ext and one with userNotifications lib. So with lib you just need to set it to optional and with billing ext you need to change the code
from
/*
productMap[@"locale"] = [[product priceLocale] languageCode];
productMap[@"locale_localeIdentifier"] = [[product priceLocale] localeIdentifier];
productMap[@"locale_languageCode"] = [[product priceLocale] languageCode];
productMap[@"locale_countryCode"] = [[product priceLocale] countryCode];
productMap[@"localizedTitle"] = [product localizedTitle];
productMap[@"localizedDescription"] = [product localizedDescription];
productMap[@"productId"] = [product productIdentifier];
*/

to
productMap[@"locale"] = [[product priceLocale] objectForKey:NSLocaleLanguageCode];
productMap[@"locale_localeIdentifier"] = [[product priceLocale] localeIdentifier];
productMap[@"locale_languageCode"] = [[product priceLocale] objectForKey:NSLocaleLanguageCode];
productMap[@"locale_countryCode"] = [[product priceLocale] objectForKey:NSLocaleCountryCode];
productMap[@"localizedTitle"] = [product localizedTitle];
productMap[@"localizedDescription"] = [product localizedDescription];
productMap[@"productId"] = [product productIdentifier];


in the IOS_storemanager.mm

So now its all works fine.
 
Top