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Godot Mono iOS export can't be compiled with Xcode 12 or later: "Cannot load assembly (refonly): 'Xamarin.iOS'" #42960
Comments
Any ideas? @neikeq |
Unfortunately I lost access to the mac I was borrowing so I'm not being able to work on the iOS port right now. I plan to buy one of the new arm macbooks once they come out and get back to this. |
@neikeq You've set the milestone to 4.0. Is there a visible roadmap for v4.0? Because right now no deployment of Godot mono is possible with the latest stable build in Xcode 12. |
Adding it to the 4.0 milestone doesn't mean it won't be fixed in a future 3.2.x release. I will talk about my roadmap in the next devlog. I've bough one of the new arm macbooks so I will be able to get back to iOS issues in December. |
reproduced same issue |
Have the same issue. Is this planned for 3.2.4 or it is impossible to build for iOS for now? |
This issue isn't on the roadmap for 3.2.4, so there's no guarantee it will be fixed by the time 3.2.4 is released. |
Ok. Any workaround, using earlier Xcode? |
Yes, that can probably work. |
Tried with Xcode 11.7 - same thing. Do I need to create new Xcode export templates? |
Godot version:
v3.2.3.stable.mono.official
OS/device including version:
MacOS Catalina 10.15.7, Macbook Pro 15" 2017,
.NET core SDK 2.1.809, Xamarin iOS 14.0.0.0
Issue description:
When I try to export for iOS, I get these errors:
The Xcode project gets created, but I cannot build it to test on either the simulators or my iOS device.
I didn't have this problem yesterday, before updating to Xcode 12.
Steps to reproduce:
Minimal reproduction project:
test.zip
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