Build native App

Hi, i try build my app native for iOS and i can’t build correctly.
I try it with 2 methode.

1. Build with fuse:

fuse build -v --target=ios
Uno 0.35.8 (build 3719) OS X 10.11 i386 ae4bc08

Configuring
Project file: app.unoproj
Search paths: /Applications/Fuse.app/Contents/Packages, /usr/local/share/uno/Packages
Packages:     UnoCore (0.35.8), Fuse.Designer (0.35.12), Uno.Collections (0.35.0), Uno.Geometry (0.35.0), Uno.Net.Sockets (0.35.8), Uno.Threading (0.35.8), FuseCore (0.35.12), Fuse.Motion (0.35.12), Fuse.Animations (0.35.12), Fuse.Drawing (0.35.12), Uno.Net.Http (0.35.8), Experimental.Http (0.35.12), Experimental.TextureLoader (0.35.0), Fuse.Drawing.Planar (0.35.12), Fuse.Scripting (0.35.12), Fuse.Triggers (0.35.12), Fuse.Elements (0.35.12), Fuse.Controls.Native (0.35.12), Fuse.Drawing.Batching (0.35.12), Fuse.Drawing.Meshes (0.35.12), Fuse.Drawing.Primitives (0.35.12), Fuse.Drawing.Polygons (0.35.12), Fuse.Drawing.Paths (0.35.12), Fuse.Entities (0.35.12), Fuse.Gestures (0.35.12), Fuse.Navigation (0.35.12), Uno.Data.Json (0.35.0), Fuse.Scripting.Duktape (0.35.12), Fuse.Scripting.JavaScriptCore (0.35.12), Fuse.Scripting.Jurassic (0.35.12), Fuse.Scripting.V8 (0.35.12), Uno.Testing (0.35.8), Fuse.Reactive (0.35.12), Fuse.Controls (0.35.12), Fuse.Controls.Panels (0.35.12), Fuse.Effects (0.35.12), Fuse.Controls.Primitives (0.35.12), Fuse.Controls.ScrollView (0.35.12), Fuse.Android (0.35.12), Fuse.Controls.Navigation (0.35.12), Fuse.Controls.Video (0.35.12), ObjC (0.35.1), Experimental.iOS (0.35.1), Fuse.iOS (0.35.12), Fuse.Controls.WebView (0.35.12), Fuse.Desktop (0.35.12), Fuse.FileSystem (0.35.12), Fuse.Physics (0.35.12), Fuse.Storage (0.35.12), Fuse.UserEvents (0.35.12), Uno.Data.Xml (0.35.0), Fuse (0.35.12), Fuse.Platform (0.35.12), Polyfills.Window (0.35.12), FuseJS (0.35.12), Android.ActivityUtils (0.35.0), Uno.Permissions (0.35.8), Fuse.ImageTools (0.35.12), Fuse.Camera (0.35.12), sejtuas (0.1.0)
Output dir:   build/iOS/Debug
(1,691.95 ms)

Compiling syntax tree (4,515.43 ms)
Generating code and data
* 148 namespaces stripped.
* 3242 types stripped.
* 2114 fields stripped.
* 39582 functions stripped.
* 463 classes sealed.
* 964 functions sealed.
* 74 functions stripped from vtable.
(9,709.42 ms)

Building iOS app
=== BUILD TARGET app OF PROJECT app WITH THE DEFAULT CONFIGURATION (Release) ===

Check dependencies
Signing for "app" requires a development team. Select a development team in the project editor.
Code signing is required for product type 'Application' in SDK 'iOS 10.0'

** BUILD FAILED **

The following build commands failed:
	Check dependencies
(1 failure)
(unknown): E0200: iOS build failed
(2,748.72 ms)

Build completed in 18.69 seconds
    1 error
fuse: Errors were encountered while building the project

2. Build with uno:

uno build native --debug
Uno 0.35.8 (build 3719) OS X 10.11 i386 ae4bc08

Configuring
Target is up-to-date -- stopping build (pass --force to override)
Build completed in 0.23 seconds

--- debug
/opt/app/build/Native/Debug/run.sh: line 11: cmake: command not found

ERROR: Native run failed.
  1. This is due to a new change with iOS 10 / Xcode 8 that now requires every single build to be signed, also discussed here.
    Until we fix it so that this can be automated you will have to build with the -adebug switch (to open Xcode) and then manually select the team to be used for signing in the project settings.

  2. Native builds (C++ / Cmake) are not officially supported. They’ll probably work if you have all the required dependencies in place, but we’re not automating the installation of those.
    In order to build for iOS it’s option 1 you want to go for. :slight_smile:

Thank you ! … option 1. works perfect for now