After using Unity to compile the Xcode project, open the Xcode project, introduce the required SDK according to the instructions of each third-party platform, and link the system framework and lib it depends on. You can also see TopOn's platform access help.
All third-party Framework packages are included in Unity's sdk package. Unnecessary sdk packages can be deleted as needed. Details of which platforms require the introduction of which packages Please check the help document above
According to the information listed above, introduce the SDK required by each third-party network and introduce the system framework and lib according to the requirements of each SDK. After introducing the system framework and lib, you need to build Settings perform the following configuration:
1 In the Xcode project's Build Settings , search for bitcode and change its value to NO (In Xcode projects compiled by the current version of Unity (2018.02), this setting defaults to Yes), As shown in the picture:

2 Build Settings, search runpath search paths , and change its value to @executable_path/Frameworks as shown in the figure:

3 In the Xcode project's Build Settings, search for other linker flags and add -ObjC, -fobjc-arc As shown in the picture:

Note: If you integrate Pangolin v3.5.0.0 or above, you need to add additional -l"c++", -l"c++abi", -l"sqlite3", -l"z" as shown in the figure:

4 In the Build Settings of the Xcode project, search for C Language Dialect and change its value to GNU99[-std=gnu99] as shown in the figure:

All the above configuration can be done programmatically using C# Editor Script:
#if (UNITY_5 && UNITY_IOS) || UNITY_IPHONE
using UnityEditor.iOS.Xcode;
#endif
public static class MyBuildPostprocess
{
[PostProcessBuild(999)]
public static void OnPostProcessBuild(BuildTarget buildTarget, string path)
{
#if (UNITY_5 && UNITY_IOS) || UNITY_IPHONE
if (buildTarget == BuildTarget.iOS)
{
string projectPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
PBXProject pbxProject = new PBXProject();
pbxProject.ReadFromFile(projectPath);
//Used by unity 2019.4.x or above
string target = pbxProject.GetUnityFrameworkTargetGuid();
//Used under Unity 2019.4.x
// string target = pbxProject.GetUnityMainTargetGuid();
//Unity 2018, 2017 version can be used
// string target = pbxProject.TargetGuidByName("Unity-iPhone");
pbxProject.SetBuildProperty(target, "ENABLE_BITCODE", "NO");
pbxProject.SetBuildProperty(target, "GCC_ENABLE_OBJC_EXCEPTIONS", "YES");
pbxProject.SetBuildProperty(target, "GCC_C_LANGUAGE_STANDARD", "gnu99");
pbxProject.AddBuildProperty(target, "OTHER_LDFLAGS", "-ObjC");
pbxProject.AddBuildProperty(target, "OTHER_LDFLAGS", "-fobjc-arc");
pbxProject.AddFileToBuild(target, pbxProject.AddFile("usr/lib/libxml2.tbd", "Libraries/libxml2.tbd", PBXSourceTree.Sdk));
pbxProject.AddFileToBuild(target, pbxProject.AddFile("usr/lib/libresolv.9.tbd", "Libraries/libresolv.9.tbd", PBXSourceTree.Sdk));
#if UNITY_2019_3_OR_NEWER
pbxProject.AddFileToBuild(target, pbxProject.AddFile("Frameworks/AnyThinkAds/Plugins/iOS/Core/AnyThinkSDK.bundle", "Frameworks/AnyThinkAds/Plugins/iOS/Core/AnyThinkSDK.bundle", PBXSourceTree.Sdk));
#else
#endif
pbxProject.WriteToFile (projectPath);
var plistPath = Path.Combine(path, "Info.plist");
PlistDocument plist = new PlistDocument();
plist.ReadFromFile(plistPath);
// 集成admob平台时需要设置,传入admob的Appid
// plist.root.SetString("GADApplicationIdentifier", "ca-app-pub-9488501426181082~7319780494");
// plist.root.SetBoolean("GADIsAdManagerApp", true);
plist.WriteToFile(plistPath);
}
#endif
}
}
Note: You need to write this code to a C# file and place it in the Editor directory of Unity3D IDE:

CocoaPods is a tool used to help us manage third-party dependent libraries. It can resolve dependencies between libraries, download the source code of the library, and connect these third-party libraries to our projects by creating an Xcode workspace. Up, convenient for development. If you have not installed the Cocoapods environment, please refer to CocoaPods Official tutorial.
Starting from version v5.7.98, the advertising platform SDK will be introduced via Cocoapod. Please follow the steps below:
(2) If you integrate Pangolin domestically and overseas at the same time, you need to manually modify the Podfile and replace the original pod
'AnyThinkiOS/AnyThinkTTAdapter','5.9.51' and pod 'AnyThinkiOS/AnyThinkPangleAdapter','5.9.51' annotation, change to use: pod 'AnyThinkPangleGlobalAdapter','5.9.51'
If everything goes well, you should compile your project. If you use Cocoapod to manage third-party libraries, please use a file with the suffix xcworkspace such as Unity-iPhone.xcworkspace to open the project. If it is a manually integrated third-party SDK, please use Unity-iPhone.xcodeproj opens the project.
Solution:
(1): Terminal execution $open ~/.bash_profile
(2): Add export LANG=en_US.UTF-8
(3): Save and close the bash_profile file
(4): Re-execute untiy to export xcode

Solution: You need to create a Swift file in the project for bridging, right-click New File in the Xcode directory, select Swift File, and select as shown in the picture. After clicking Create, a dialog box will appear, click Confirm.


解决办法:
在Build Settings -> always embed swift standard Libraries 设置为NO。如图: 