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Missing Assets.car file when building with XCode 9

Community Beginner ,
Jan 05, 2018

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Hello,

I followed the procedure in Air 28 Release to create the Assets.car, that must be included in the package.

But after launching the Build in Xcode, the operation is succeed but not Assets.car file is created.

Do you know why? Has someone else experienced this problem?

Thank you in advance,

You need to build the project.

First set device to "Generic iOS Device" from the dropdown (i.e. not your iPhone or the simulator)

Then Build using: Product > Build For > Profiling

This outputs the .app in Build/Products/Release-iphoneos

Follow Adobe's instructions as above then

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Missing Assets.car file when building with XCode 9

Community Beginner ,
Jan 05, 2018

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Hello,

I followed the procedure in Air 28 Release to create the Assets.car, that must be included in the package.

But after launching the Build in Xcode, the operation is succeed but not Assets.car file is created.

Do you know why? Has someone else experienced this problem?

Thank you in advance,

You need to build the project.

First set device to "Generic iOS Device" from the dropdown (i.e. not your iPhone or the simulator)

Then Build using: Product > Build For > Profiling

This outputs the .app in Build/Products/Release-iphoneos

Follow Adobe's instructions as above then

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Adobe Employee ,
Jan 06, 2018

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Hi,

Can you please make sure that you're following these steps:

  1. Go to the .app file created in your file system where you created the project — right click on .app file and click on show package contents.
  2. Copy the Assets.car file from the package.

Please refer Adobe AIR * Application icons​ for complete steps.

Thanks,

Pravishti | Adobe AIR Engineering

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Community Beginner ,
Jan 06, 2018

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Hello Pravishti ,

that's exactly what I did after building the probject, but the file assets.car is missing.

Should I create with Xcode 9 a "tvOs application" (as mentioned in he link that you have attached) even if I'm building an app for tablet/smartphone?

Thank you

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Adobe Employee ,
Jan 07, 2018

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No, you need to create an iOS application in Xcode for iOS app.

Thanks,

Pravishti | Adobe AIR Engineering

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Community Beginner ,
Jan 09, 2018

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Hi pravishtis,

ok, that's what I did.

But after building the app (the build operation returns successful feedback) I can't find the Assets.car in the mentioned position (and nowhere else in filesystem).

In my app folder there is

- AppDelegate.swift

- assets.xassets (folder)

- Base.lproj

- Info.plist

- ViewController.swift

but the Assets.car is missing

The only difference in my procedure is that my xcode 9 project is not a .app file but a .xcodeproj file (clicking on it there is the option Show Package Content, as you said) Is it ok? There are not .app files inside my project folder.

Thank you for your help..

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Engaged ,
Jan 09, 2018

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You need to build the project.

First set device to "Generic iOS Device" from the dropdown (i.e. not your iPhone or the simulator)

Then Build using: Product > Build For > Profiling

This outputs the .app in Build/Products/Release-iphoneos

Follow Adobe's instructions as above then

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Community Beginner ,
Jan 10, 2018

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Hello,

I've laucnehd the build exactly as you said, it succeed, but after that I can't find that path in my xcode project or in my folders.

No "build" folder.

Do you know why?

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Adobe Employee ,
Jan 10, 2018

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After your build is successful, please check the products folder in the project hierarchy of your Xcode.

The products folder should contain a .app file.

Right-click on your ‘.app’ -> Show in finder.
In finder window right-click on your ‘.app’ -> Show package contents.

You should see Assets.car here.

See below screenshot for reference.

iOS app in xcode.png

Thanks,

Krati

Adobe AIR Engineering

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Contributor ,
Jan 18, 2018

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I, too could not find the Assets.car file after the build succeeded in Xcode and only after reading this instruction here did it become clear that the steps are referring to the .app in Xcode (inside Products folder).

"After your build is successful, please check the products folder in the project hierarchy of your Xcode.

The products folder should contain a .app file."

It's a pity that the AIR 28 Release Notes for creating the Assets.car file are not as clear as this instruction. Can they be clarified or written better?

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Contributor ,
Mar 06, 2018

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Hi,

there is a quite easy way - without using Xcode.

1.) Open this Website:

Generate ios、android app ICON and Assets.car online

2.) Upload your App Icon with a size of 1024x1024 px as .png or .jpg

3.) Generate Icons

4.) Unzip the downloaded file and copy the Assets.car file into your App Project Folder (e.g. next to the .fla, yourappname.xml ...)

5.) Add these Lines into your "yourappname.xml" File:

  <iPhone>

        <assetsCar>Assets.car</assetsCar>

       

        <InfoAdditions><![CDATA[

            <key>CFBundleIconName</key>

            <string>AppIcon</string>

        ]]></InfoAdditions>

    </iPhone>

6.) ... to be on the save side also add the Assets.car to the Publish Settings in Animate CC

Bildschirmfoto 2018-03-06 um 11.13.44.png

7.) Publish your App, Install it on your devices and be happy 🙂

Hope this is helpful (and correct) 🙂

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Adobe Employee ,
Mar 07, 2018

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Hi,

What is the purpose of adding <assetsCar> tag, since it works fine without this tag also.

Thanks,

Pravishti | Adobe AIR Engineering

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Enthusiast ,
Mar 08, 2018

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Pravishtis, I'm not sure if we need it, but the tag was added with AIR 22: Flash Player and AIR 22 Release Notes

Would you recommend us to skip it?

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Contributor ,
Mar 21, 2018

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Hi,

this: https://www.myflashlabs.com/generate-app-icon-assets-car/  works even better than the Online iCon Generator I posted above.

1.) Just follow the instructions on the website (Install ANE Lab -> Icon manager -> save Icons on your desktop)

2.) Copy the Assets.car file into your App Project Folder (e.g. next to the .fla, yourappname.xml ...)

3.) Add these Lines into your "yourappname.xml" File:

  <iPhone>

        <assetsCar>Assets.car</assetsCar>

      

        <InfoAdditions><![CDATA[

            <key>CFBundleIconName</key>

            <string>AppIcon</string>

        ]]></InfoAdditions>

    </iPhone>

4.) ... to be on the save side also add the Assets.car to the Publish Settings in Animate CC

Bildschirmfoto 2018-03-06 um 11.13.44.png

5.) Publish your App ->   🙂

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Enthusiast ,
Mar 21, 2018

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Yeah, I use that one.

Would be nice if Animate could implent something similar.

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Explorer ,
Apr 08, 2018

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I had it working with <assetsCar>Assets.car</assetsCar> on FDT

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New Here ,
Apr 16, 2018

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Thanks for the helpful information...

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