add this line to the end of out/ios_debug_unopt/args.gn:
add this line to the end of out/ios_debug_unopt/args.gn, also
ensure that "bitcode_marker=false" if bitcode is enabled
```
icu_use_data_file=false
```
```
cd <uiwidigets_dir>\engine
mono bee.exe ios
```
```
### Prelink Library (TODO: make it simpler)
Different from other platforms, the engine is built as a static library on iOS. One drawback of this is that, there are potential library conflicts between our library and the Unity build-in library (libiPhone-lib.a). To address this issue, an additional prelink step is required. Since prelink is not supported by Bee yet (https://unity.slack.com/archives/C1RM0NBLY/p1617696912101700), we are doing it manually as follows:
Generate the symbols that need to be hidden from libtxt_lib.a:
where $IOS_SDK_PATH is the ios sdk path on your computer, which is usually inside "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/" and named like iPhoneOS*XX*.*YY*.sdk. $TARGET_FILES is all the target files (i.e., .o files) in our library. You can find a list of all target files in the file "artifacts/tundra.dag.json" by collecting all the file names with suffix ".o" from the **Action** of the **Annotation** "Lib_iOS_arm64 artifacts/libUIWidgets/debug_iOS_arm64/libUIWidgets_d.a".
Copy the generated libUIWidgets_d.a inside the engine folder to the project (e.g., Samples/UIWidgetsSamples_2019_4/Assets/Plugins/iOS/) and replace the original libraries there (i.e., libtxt_lib.a and libUIWidgets_d.a)