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Xcode iOS Simulator does not run on M1 Macs #45209
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hey @ViktorEvil , you can solve temporary with this: #44681 (comment) be sure to remove the Excluded Architectures when you are going to publish your game to App Store |
Most likely this won't help, since there's no main library for the |
I've tried to create an I've used Edit: Also |
@akien-mga @bruvzg this issue is still present in 3.2.4rc3 |
It is still present, #45480 that fixes it was reverted since |
@mbrlabs you should be able to manually change @bruvzg I think it might be a good idea to switch to |
I have a similar problem, building with a MacBook Air (M1), using Godot 3.4.2 and a project under GL2. The project exports via cable to a physical iphone 6 (and works). But the simulators do not work: xCode says 'build failed" and "building for iOS Simulator-arm64 but attempting to link with file built for iOS Simulator-x86_64". Using the trick of excluding "arm64" from simulators SDKs works (see above), but I cannot archive the project and use it with Testflight. |
Official export templates do not have M1 simulator library, since it's impossible to build it on Linux using OSXCROSS. You have to build a new simulator library from the source using following commands:
Debug version:
And replace |
Many thanks, I never compiled a template - I guess it is time to learn. Would be useful if someone who knows how this works could do it and post that template on the official website, so everybody can use it without having to learn compiling :-) If I succeed, I will try to post it somewhere. Edited : in the situation I described, even without compiling a new template, testflight worked when plugging in an iphone and archiving for that iphone rather than for "all devices" (in my case, using this method with a physical iphone 6, xcode archived the build and testflight worked for all arm64 devices) |
Followed these steps but I get EXC_BAD_ACCESS error and crash on the simulator shortly after load. What could be the reason for that? |
I am running into the same issue, i have built Godot library for ios simulator and replaced the Xcode now build succeeded for simulator but the game is crashing once it is launched , using a new empty Godot 3.4.4.stable project. |
1-Quit XCode Then Open your xcode, This works like a megic for me |
Is this issue still known to be present @bruvzg? I have compiled the iOS export templates with simulator using the instructions here Device/Project info: When i build my project to my device it works fine, but when I use the simulators on Xcode, the project builds but then crashes on opening, with the errors:
|
I get the same error whilst trying to run in the iOS simulator. it gets as far as the splash screen then crashes with the below
I have the game set to just run in portrait mode |
@ViktorEvil I have the exact same error. Did you ever figure it out? |
Godot version:
Godot 3.2.3 stable
Godot 3.2.4 beta 5
OS/device including version:
OS: 11.1 Big Sur
Xcode: 12.3 (12C33)
MacBook Pro 2020 M1
Issue description:
Simulator does not run and displays the error
"Test.a(main.iphone.opt.debug.arm64.o), building for iOS Simulator, but linking in object file built for iOS,"
Steps to reproduce:
try to run any exported Xcode project on an M1 Mac
did manage to get it to run by adding the following into Xcode
but as per #45173
the simulator is still running very slow
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