I’m creating an app for iOS which incorporates an Apple Watch app embedded.
I’ve turned ON Construct Settings > Allow On Demand Assets
and marked some belongings inside a .xcassets
file as on-demand.
That is the error I see.
/* com.apple.actool.errors */
: error: Can not allow on demand assets for the platform "watchOS". Take into account disabling the ENABLE_ON_DEMAND_RESOURCES construct setting.
/* com.apple.actool.compilation-results */
/Customers/myMac/Library/Developer/Xcode/DerivedData/cuaaa-bfkiwkbyypwohfahhwdaqhzirchn/Construct/Intermediates.noindex/cuaaa.construct/Debug-watchos/cuaaa Watch App.construct/assetcatalog_generated_info.plist
/Customers/myMac/Library/Developer/Xcode/DerivedData/cuaaa-bfkiwkbyypwohfahhwdaqhzirchn/Construct/Merchandise/Debug-watchos/OnDemandResources/.watchkitapp.cucarobga-747198866748abb7711ab70510b9c29e.assetpack/Belongings.automotive
/Customers/myMac/Library/Developer/Xcode/DerivedData/cuaaa-bfkiwkbyypwohfahhwdaqhzirchn/Construct/Merchandise/Debug-watchos/cuaaa Watch App.app/Belongings.automotive
Command CompileAssetCatalog failed with a nonzero exit code
The issue occurs whereas compiling asset catalogs.
The difficulty is that in idea, On-Demand Assets is one thing appropriate with watchOS.
The error you see is from some dummy mission I’ve created of a watch-only app I’ve created to see if the problem was of my mission. It isn’t.
Any concepts?