Xcode Bug or am I an idiot?
by Michael Cozzolino · in Torque 2D Professional · 10/23/2014 (2:46 pm) · 2 replies
I have been trying to implement a couple of ad networks into T2D 3.1 for iOS and i'm following the directions of each which are to add files to your project and you add the framework. My issue is Xcode can never find the .h file on the import. ie. #import <Tapjoy/Tapjoy.h> tech.tapjoy.com/product-overview/integration-publishers/getting-started-guide-fo...
I have read that I may need to add a header path under Search Paths in Build Settings but everything I have put never finds it. I have been wasting weeks on this. I have only been able to implement an old sdk of Chartboost which doesn't use a framework. Anyone have a guess what I may be doing wrong?
Under Search Paths for Header Search Paths nothing seems to point to that framework and I think that is the problem but really not sure. Makes no sense to me
Using a clean unmodified Torque 2D 3.1
All of the required frameworks have been added to the project.
Tapjoy.framework shows up in the Link Binary with Libraries
I have read that I may need to add a header path under Search Paths in Build Settings but everything I have put never finds it. I have been wasting weeks on this. I have only been able to implement an old sdk of Chartboost which doesn't use a framework. Anyone have a guess what I may be doing wrong?
Under Search Paths for Header Search Paths nothing seems to point to that framework and I think that is the problem but really not sure. Makes no sense to me
Using a clean unmodified Torque 2D 3.1
All of the required frameworks have been added to the project.
Tapjoy.framework shows up in the Link Binary with Libraries
About the author
Indie Developer in the Albany NY area. iOS, PC, Mac OSX development. http://itunes.apple.com/us/artist/michael-cozzolino/id367780489
#2
10/24/2014 (2:29 pm)
THANK YOU!!! Been going crazy trying to get it going. I'll try to get a resource up for Tap Joy integration at some point.
Associate Mike Lilligreen
Retired T2Der
../../lib/fmod/lowlevel/inc
And in the library search paths field I added at the end:
../../lib/fmod/lowlevel/lib
In the source code I could include the headers simply using:
#include "fmod.hpp"
which Xcode found without issue. I can't distribute the FMOD API in my repo but the updated project file and other source additions can be found in my fork if that helps in getting another 3rd party API integrated.
github.com/lilligreen/Torque2D/tree/fmod