ITSAppUsesNonExemptEncryption export compliance while internal testing?

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攒了一身酷
攒了一身酷 2020-11-30 16:57

I got this message while selecting build for internal testing.it says about setting ITSAppUsesNonExemptEncryption in info.plist what does it mean? is it nec

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  • 2020-11-30 17:33

    The same error solved like this

        using UnityEngine;
        using System.Collections;
        using UnityEditor.Callbacks;
        using UnityEditor;
        using System;
        using UnityEditor.iOS.Xcode;
        using System.IO;
    
    public class AutoIncrement : MonoBehaviour {
    
        [PostProcessBuild]
        public static void ChangeXcodePlist(BuildTarget buildTarget, string pathToBuiltProject)
        {
    
            if (buildTarget == BuildTarget.iOS)
            {
    
                // Get plist
                string plistPath = pathToBuiltProject + "/Info.plist";
                var plist = new PlistDocument();
                plist.ReadFromString(File.ReadAllText(plistPath));
    
                // Get root
                var rootDict = plist.root;
    
                // Change value of NSCameraUsageDescription in Xcode plist
                var buildKey = "NSCameraUsageDescription";
                rootDict.SetString(buildKey, "Taking screenshots");
    
                var buildKey2 = "ITSAppUsesNonExemptEncryption";
                rootDict.SetString(buildKey2, "false");
    
    
                // Write to file
                File.WriteAllText(plistPath, plist.WriteToString());
            }
        }
        // Use this for initialization
        void Start () {
    
        }
    
        // Update is called once per frame
        void Update () {
    
        }
    
        [PostProcessBuild]
        public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
        {
            //A new build has happened so lets increase our version number
            BumpBundleVersion();
        }
    
    
        // Bump version number in PlayerSettings.bundleVersion
        private static void BumpBundleVersion()
        {
            float versionFloat;
    
            if (float.TryParse(PlayerSettings.bundleVersion, out versionFloat))
            {
                versionFloat += 0.01f;
                PlayerSettings.bundleVersion = versionFloat.ToString();
            }
        }
        [MenuItem("Leman/Build iOS Development", false, 10)]
        public static void CustomBuild()
        {
            BumpBundleVersion();
            var levels= new String[] { "Assets\\ShootTheBall\\Scenes\\MainScene.unity" };
            BuildPipeline.BuildPlayer(levels, 
                "iOS", BuildTarget.iOS, BuildOptions.Development);
        }
    
    }
    
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  • 2020-11-30 17:34

    Apple has simplified our building process, so you don't need to click on the same checkbox every time. You can streamline your iTC flow by compiling this flag into the app.

    This is still the case as of 2019.

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