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  • Lixel PortalCam Series

    • PortalCam P1

      • Product Overview
      • Basic Operation
      • Using the LCC Scan App
      • Maintenance and Care
      • FAQ
  • Lixel K Series

    • Lixel K1

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
    • Lixel K2

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
  • Lixel L Series

    • Lixel L2 Pro

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Measure Point
      • Appendix
      • FAQ
    • Lixel L3

      • Product Overview
      • Basic Device Functions
      • Device Activation and Connection
      • Data Capture
      • Capturing Absolute Coordinates
      • Appendix
  • Accessories

    • Stick Light

      • Installation Guide
      • Basic Operation
      • FAQ
  • Lixel Studio

    • Version and Copyright
    • Installation and Activation
    • Software Interface
    • File Operations
    • Project Processing
    • Tools
    • 2D Drawing
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  • Lixel CyberColor

    • LCC Studio

      • Getting Started
      • Version and Updates
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      • Interface Overview and Navigation
      • Before Reconstruction
      • Model Reconstruction
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      • Settings and Account
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      • FAQ
    • LCC Scene Editor

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    • Capture Guide

      • Overview
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      • Object Capture
      • People Capture
      • Video Reconstruction Capture
      • HD Enhancement
      • Control Points (Lixel P1)
      • FAQ and Troubleshooting
    • LCC Studio Linux

      • Product Overview
      • Architecture Guide
      • Installation and Deployment Guide
      • Container Startup Parameters Guide
      • CodeMeter Offline Licensing Deployment Guide
      • API Reference
      • Appendix - Developer Data Guide
      • Appendix - Error Code List
      • Single-Machine Multi-GPU Cluster Deployment QuickStart
    • Best Practices

      • Merging Multiple Large 3DGS Models
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • Tiled Rasterization (Experimental)
      • Visual Settings
      • Normals and Lighting
      • Scene Editing
      • Performance Parameters
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      • Third-party and Engine Plugin Integration
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      • Loading Animation
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      • Navigation System Support
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      • Localization
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      • Best Practices

        • Relighting 3DGS with a LixelStudio Mesh
      • API Reference

        • ALCCActorBase
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        • v3.4.0
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    • Unity

      • Unity SDK Introduction
      • Technical Features
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      • PC Quick Start Guide
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      • Pico 4 Ultra Development Guide
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      • OpenXR Development Guide
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      • Glossary
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      • Feature Development Guide

        • Multi-Scene Mixed Rendering Development Guide
        • Shadow Receiving Development Guide
        • Real-Time Lighting Development Guide
        • Multi-Camera Rendering Development Guide
        • High-Resolution Image Rendering Development Guide
        • LCC and LCC2 Data Format Compatibility Development Guide
        • Loading Effect Development Guide
        • Mip Rendering Mode Switching Development Guide
        • Edge and Corner Snapping Development Guide
        • Projected Decal Development Guide
        • Video Projected Decal Development Guide
        • Highlight Development Guide
        • Real-Time Clipping Development Guide
        • Color Adjustment Development Guide
        • Getting Scene Mesh Data Development Guide
        • Editor Mode Development Guide
        • Render Performance Parameter Configuration Guide
        • Application and Data Co-packaging Development Guide
        • Collision System Development Guide
        • macOS Development Permission Issue Guide
        • iOS Device Compilation and Packaging Development Guide
      • API Reference

        • LCCManager
        • Renderer
        • Data Types
      • Changelog

        • v2.3.0
        • v2.2.10
        • v2.2.0
        • v2.1.19
        • v2.0.14
    • Web

      • Introduction
      • Rendering Performance Optimization Guide
      • Graphics Configuration
      • FAQ
      • API Reference

        • LCCRender::clearIndexDB
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      • Changelog

        • v0.6.3
        • v0.6.2
        • v0.6.1
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        • v0.5.3
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    • Lixel OpenAPI

      • Overview
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      • Message Model & Codec
      • Interface Catalog
      • Real-time Data
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      • Python

        • Quick Start
        • Client Wrapper & Tools
        • FAQ
      • C++

        • Quick Start
        • Client & Examples
        • FAQ

iOS Device Compilation and Packaging Development Guide

Background

LCC Unity SDK is published in the form of precompiled DLLs. Because the iOS platform requires native plugins to be linked as static libraries (__Internal) rather than dynamically loaded (dlopen), you need to complete the additional configuration steps described in this document before building an iOS application. There is a fundamental difference in native plugin loading mechanisms between iOS and other platforms; other platforms (Windows, macOS, Android, Linux) require no additional operations.

This SDK uses "libwebp" as the P/Invoke target when compiled into a DLL. The SDK's built-in Editor/RewriteWebpDllImport.cs script automatically rewrites it to "__Internal" during iOS builds, ensuring that IL2CPP generates the correct direct symbol calls.

Note:

When compiling an iOS device application, first rename Editor/RewriteWebpDllImport.txt in the SDK package to Editor/RewriteWebpDllImport.cs for the script to take effect. Alternatively, directly change the script's suffix in the SDK package and copy it into the project's Assets/Editor/ directory.

Prerequisites

The RewriteWebpDllImport.cs script uses the IL rewriting library Mono.Cecil during the build, so you need to add it as a dependency to the project first. There are two ways; choose either one.

Method 1: Add via Package Manager (recommended)

Open the Unity menu bar Window → Package Manager, click the + button in the top-left corner, choose Add package by name..., enter the name com.unity.nuget.mono-cecil, enter the version 1.11.5, click Add, and wait for the Package Manager to finish installing, as shown below.

Add the Mono.Cecil dependency by name in the Package Manager

Add com.unity.nuget.mono-cecil by name in the Package Manager

Method 2: Manually edit manifest.json

Directly edit the project's Packages/manifest.json and add a line under dependencies:

{
  "dependencies": {
    "com.unity.nuget.mono-cecil": "1.11.5"
  }
}

After saving, switch back to Unity; the Editor will automatically resolve and install the dependency.

Build Workflow

After completing the prerequisite configuration, follow the standard iOS build workflow; RewriteWebpDllImport will intervene automatically during the build.

  1. Rename Editor/RewriteWebpDllImport.txt to Editor/RewriteWebpDllImport.cs (if not already renamed).
  2. In the Unity menu bar, select File → Build Settings, select iOS from the platform list, and click Switch Platform.
  3. Click Build (or Build And Run), select an output directory, and generate the Xcode project.
  4. During the build, the script automatically rewrites all DllImport entries in the SDK targeting "libwebp" to "__Internal". After a successful build, the Console outputs a log similar to:
[RewriteWebpDllImport] Rewrote 77 P/Invoke entries from "libwebp" to "__Internal".
  1. Open the generated project with Xcode, and in the target's Build Phases → Link Binary With Libraries, confirm that libwebp.a, libwebpdemux.a, and libsharpyuv.a are linked.
  2. Connect the iOS device, sign and run in Xcode.

Note:

If the [RewriteWebpDllImport] log does not appear in the Console, it usually means the script did not take effect — confirm that the file suffix has been changed from .txt to .cs and that the Mono.Cecil dependency is correctly installed.

Troubleshooting

Error messageCauseSolution
Unable to load DLL 'libwebp'The script did not take effect, and DllImport still points to the dynamic library nameConfirm that RewriteWebpDllImport.txt has been renamed to .cs, rebuild, and check the Console log
Cannot find LCCSDK.dll in staging areaThe SDK's main DLL was not found during the build, and the rewrite target is missingConfirm that the SDK is correctly imported into the project and the DLL is not excluded from iOS by Exclude Platform
Mono.Cecil-related compilation errors (cannot find the Mono.Cecil namespace)Not installed or version mismatchAdd com.unity.nuget.mono-cecil@1.11.5 according to "Prerequisites" and wait for the compiler to re-resolve

Notes

  • It is recommended to use Unity 2022.3 LTS or higher (including Unity 6); compatibility with Mono.Cecil and IL2CPP cannot be guaranteed on overly old versions.
  • If you need to run on the iOS Simulator, confirm that the linked static library contains the arm64-simulator architecture slice, otherwise the simulator cannot link.
  • The above configuration only affects the iOS platform. The build workflows of Windows, macOS, Android, and Linux are not affected at all, and there is no need to rename the script or add the Mono.Cecil dependency.