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Help with cocoa pods for Game Maker Project

ho88it

Member
I am working on a project, and I followed this guide:

https://help.yoyogames.com/hc/en-us/articles/360008958858-iOS-and-tvOS-Using-CocoaPods

to set up cocoa pods for my project, since I want to use ads in it. However, since completing this guide, I have been having a problem. Whenever I click the play button to build my project, Xcode fails to open, and game maker says my project ran successfully, but if I scroll up I see this message:
Code:
Pod install result: [33mWARNING: CocoaPods requires your terminal to be using UTF-8 encoding. Consider adding the following to ~/.profile:  export LANG=en_US.UTF-8
I tried adding this recommended line to the .profile file, but it did not change the result. Any ideas for how I can fix this?
 

Mool

Member
I had exactly the same issue, I cant remember anymore, but I think I added something to a textfile and then it worked.

I guess it was this:
Consider adding the following to ~/.profile: export LANG=en_US.UTF-8
 

ho88it

Member
Update: After seeking support from yoyogames staff, I eventually got something working. I was told to follow these steps:
0. Install cocoapods (https://help.yoyogames.com/hc/en-us/articles/360008958858-iOS-and-tvOS-Using-CocoaPods)
1. Generate both podfile and podfile.lock
2. Run from GMS2 IDE (IDE will hang saying pod command not found)
3. Stop the building process
4. open a terminal and navigate to the xcode project and run the command pod install manually (I needed to give the full path to the command, like this: /Users/<User>/.gem/ruby/2.6.0/bin/pod install
5. Open the xcode project but the one that end in .xcworkspace
6. They should now be able to build
This needs to be done every time for a new build, sadly.
 

JeanSwamp

Member
Update: After seeking support from yoyogames staff, I eventually got something working. I was told to follow these steps:
0. Install cocoapods (https://help.yoyogames.com/hc/en-us/articles/360008958858-iOS-and-tvOS-Using-CocoaPods)
1. Generate both podfile and podfile.lock
2. Run from GMS2 IDE (IDE will hang saying pod command not found)
3. Stop the building process
4. open a terminal and navigate to the xcode project and run the command pod install manually (I needed to give the full path to the command, like this: /Users/<User>/.gem/ruby/2.6.0/bin/pod install
5. Open the xcode project but the one that end in .xcworkspace
6. They should now be able to build
This needs to be done every time for a new build, sadly.
Hello,

I am about to dive into iOS publishing and I am wondering if CocoaPods is necessary. I see the Firebase Extension says:

Code:
Make sure to set up CocoaPods for your project unless you are only using the
REST API in an extension (if one is provided -- not all extensions provide a REST
API) or the Firebase Cloud Functions extension (which only uses a REST API).
I can't really understand to what degree they're needed.

Thanks
 

ho88it

Member
Hello,

I am about to dive into iOS publishing and I am wondering if CocoaPods is necessary. I see the Firebase Extension says:

Code:
Make sure to set up CocoaPods for your project unless you are only using the
REST API in an extension (if one is provided -- not all extensions provide a REST
API) or the Firebase Cloud Functions extension (which only uses a REST API).
I can't really understand to what degree they're needed.

Thanks
I do not really know much about firebase, so I do not know if you will need it. But to be safe, you could include them in you project. I do not think it will hurt anything if it is there but not used.
 
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