Game Development Community

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

#1
10/24/2014 (2:53 am)
I've added the FMOD library successfully to T2D. In the engine/lib folder, I created a sub folder structure for fmod, put the header and dylib files in there, and in Xcode added the following to the header search path field after the leap motion entry:

../../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

#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.