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Simulator workaround

June 16, 2017 - 12:30pm #1


as most of us already know, the libVuforia.a does not contain the architecture x86_64 required to run the app in iOS simulator.

I'm building to iOS using the Unity plugin and the main issue is that now I can't even run in simulator the other parts of the app that is not Vuforia related.

To not be to able to run the app in simulator is a huge loss for our team. I'm looking for a way to "disable" the Vuforia integration in xcode if the simulator is selected. I don't mind if the parts that requires vuforia won't run in simulator, my main point here is to not lose the ability to run the rest of the project in simulator.

Strip the Vuforia files before Unity build is not an option here. Some ideias came in my mind like build a hollow library with arch x86_64 with all public methods of the libVuforia.a and add it to the original one using "lipo -create libVuforia.a libVuforia_x86_64.a -output libVuforia.a" (this is not a easy task as it sounds)

The point is just cheat the linker to make it believe that we have what he need. Of course that will not be easy, but I don't see any other option. Since unity is generating code with the il2cpp it's not a easy task either to remove all Vuforia references from files.

Vuforia team, could you guys think about that in the next release?


Simulator workaround

November 16, 2017 - 4:04am #3

Hello Charlesbarros.

I added libVuforia.a as an optional Framework and added a


and something similar

( https://samsymons.com/blog/detecting-simulator-builds-in-swift/) for Swift

to every library call.

This did the trick for me.

Now I can test all the non vuforia stuff in the Simulator.

Would this be suitable for your situation?


Have a nice one.

Simulator workaround

June 19, 2017 - 11:31am #2

Hello charlesbarros,

Unfortunately this is not something Vuforia currently supports. I have sent your feedback for review by the production team to be considered for a future release.


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