Testing any changes to my Xcode project has become an exercise in patience whenever I build. After all the source files have compiled, I get the following message in the activity window at the top of Xcode:
"Running 3 of 3 Custom Shell Scripts"
I have not added any of my own custom shell scripts but I am using quite a few dependencies via Cocoapods and I am using 2 frameworks for the build environment, Crashlytics and Tapstream. Crashlytics requires you add a run script in the build phases, other than that I don't know where the other ones are coming from and they appear to be the bottleneck in my build time.
Can anyone enlighten me as to what is going on and how i possibly speed it up?
Check your project folder name have any space.Because space creates problem in directory path like "SRCROOT".I removed spaces and project run fine.
I had a similar issue in my project (however not using Cocoapods). It ended up being an issue with an application external to Xcode (Spritebuilder) somehow holding onto a resource within my Xcode project when it crashed. I forced the non-xcode application to close and now the issue is gone
Probably not going to work for you, but cleaning the project fixed it for me (Product -> Clean)
For me, it was Crashlytics. There were some outstanding changes, as Crashlytics does auto-updating of its files. I reset/removed them and rebuilt and got past it.
So the general answer may be to check any third party components and make sure they're working properly.
To fix the slow "Copy pods resources" problem I figured out a solution to only copy the resources if they haven't been copied before.
For this purpose we have to patch the *-resources.sh files that are created by cocoapods such that the copy procedure only happens if a generated file in the target directory doesn't exist (it is created upon first copy). As long as this target directory exists and includes this autogenerated file, the copy resources phase is skipped. This saves me about 30 seconds in my project (of course depends on your project size). To accomplish this do the following:
Create a patch file called 'copy_pod_resources_once.patch' in your project root dir with the following contents:
In the Podfile for your project add the following post install hook:
I can't enlighten you but I can tell you how I stopped mine from running. This also happened after installing Cocoapods. In my main project's
Target
, underBuild Phases
, I noticed two entries entitledCheck Pods Manifest.lock
and another calledCopy Pods Resources
.Under both there was an unchecked option
Run script only when installing
. I checked both and at least for now my projects build and run fine without running the scripts.This is kind of a crappy answer because I can't really give you any more information, and it might not even work for your case, so hopefully someone comes along and enlightens us.
POSSIBLE EXTERNAL BUNDLE ISSUES
So I just had a frustrating experience debugging an issue where a pod installed library's NSLocalized strings file weren't working. Turns out it was because I checked the option mentioned above.
Pods-resources.sh
, which had the lines to install the bundle, wasn't running in debug mode. It was only running when installing - of course! Something to watch out for.More info in this question:
NSLocalizedStringFromTable not working in CocoaPod dependency