Notice (2018-05-24): bugzilla.xamarin.com is now in
Please join us on
Visual Studio Developer Community and in the
Mono organizations on
GitHub to continue tracking issues. Bugzilla will remain
available for reference in read-only mode. We will continue to work
on open Bugzilla bugs, copy them to the new locations
as needed for follow-up, and add the new items under Related
Our sincere thanks to everyone who has contributed on this bug
tracker over the years. Thanks also for your understanding as we
make these adjustments and improvements for the future.
Please create a new report on
Developer Community or GitHub with
your current version information, steps to reproduce, and relevant error
messages or log files if you are hitting an issue that looks similar to
this resolved bug and you do not yet see a matching new report.
After upgrading to the latest version Xamarin iOS tools yesterday I have been unable to make an In House provisioned version of my app. I get the exception System.DllNotFoundException: libGLESv2.dll when instantiating a GLKViewController subclass. Non-In House versions of the app seem to work perfectly.
This happens on two of my dev machines. One running OS X 10.7 and the other on 10.8.
Switching on "Enable debugging" under "iOS Build" in your project settings seems to be a temporary workaround.
The problem is that we don't copy OpenTK.dll.config to the .app in Release mode.
The workaround is to:
* Copy /Developer/MonoTouch/usr/lib/mono/2.1/OpenTK.dll.config manually to the .app directory
* Resign the app manually using the exact command Xamarin Studio prints to the Build Output at the very end of the build (just copy-paste the command and paste it into a terminal).
*** Bug 13498 has been marked as a duplicate of this bug. ***
Is this fix supposed to be a "final fix" or It will be well fixed in the next release of Xamarin.iOS?
It will be fixed in the next version of Xamarin.iOS (6.4.1).
You can just include /Developer/MonoTouch/usr/lib/mono/2.1/OpenTK.dll.config in your project and have it copied into your app bundle as a simpler workaround. Then there is no need to sign anything manually.