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When exporting for iOS, simulator options doesnt appear to run the app #44681
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I don't remember if official iOS export templates contain simulator binaries (which are x86 instead of ARM). |
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hey @akien-mga , how can i use this script? i think the older versions of Godot you doesn't need to run this script |
Like this video, he was able to run the game on simulator: https://www.youtube.com/watch?v=_huwSZu3XSs&ab_channel=KemoJallow |
Hey @naithar , i already did that, but didn't make any difference, PS: This is a new project that i tested the export, and have the same problem |
I see... well, I can't really tell what's the problem then. Can you provide the project that you are trying to export? Maybe there is something wrong with project itself that is causing Xcode to exclude simulator runtimes? Other than that I really have no idea what could be the cause - as you can see new clean Godot project exports perfectly fine. |
Here is the project: https://www.mediafire.com/file/shumkwsp41ve0yy/admob.zip/file I will try to export a clean project and download the simulators on 13.0 version to see how if works, |
Let me know if clearing cache works, but it seems like a problem that people face with entirely different project according to stackoverflow. |
Didn't work, i including restart the XCode and the Computer, but it's with the same problem, currently i'm trying to download the Simulator 13.0, do you know what version of Simulator do you have installed on your computer to me install the same? |
Both 14.0 and 14.3 simulator runtimes is working fine on my end. |
Well, i fixed, but i think this is still a issue of Godot with newest versions of XCode because it shouldn't do that (the SDK 13.0 didn't work as well) To fix i changed these three datas: Excluded Architectures -> Debug -> Add: i386 @naithar can you please how are the these configurations of your XCode? |
True, i deactivate the I still don't know why it only appeared to select the Simulator when I changed these settings and basically my computer configuration is the same as yours, I hope that the Godot team will investigate and adjust this. As I have solved the problem temporarily i will close the issue. Thank you, all of you. |
I faced this issue of not seeing simulators in the list. I updated XCode as suggested by above. However it still didn't run because the .a file doesn't contain i386 arch, so there is no chance it can run. Here's XCode error message:
I think the issue for me is that I was using the godot v3.3.4 with mono. It seems that mono may not support iOS simulator builds, as seen in the source code here: https://github.com/godotengine/godot-build-scripts/blob/bcd0bd19bc223149798955826dd9cde71f476b49/build-ios/build.sh#L107 I tried with the non-mono v3.3.4 build, and it still doesn't work. I'm not sure what I should do to get the .a to contain the i386 arch. |
I've the same problem on an Intel Mac Mini with Godot 3.4.stable. The iOS Simulators don't show up. I can add manualy i386 arm64 to Excluded Architectures, then the iOS Simulators show up, and I can compile, but the build crashes on the Simulator. Any news/fixes about this Intel iOS Simulator problem? Thanks. |
Please continue the discussion here: #55902 |
Godot version:
3.2.3-stable
OS/device including version:
iMac 27"
XCode: Version 12.3 (12C33)
OS: Catalina 10.15.7 (19H15)
Issue description:
If i export a project in Godot for iOS, the XCode doesn't let me test on Simulator, but when i make a new project in XCode it appears letting me thinking its a issue of Godot
Steps to reproduce:
Export the Game normally
Minimal reproduction project:
Can be in any project
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