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

8条回答
  •  醉话见心
    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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