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IOS (Xcode) does not compile #51526
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Godot has non-Mono and Mono editor builds. Non-Mono builds can only use GDScript and GDNative, whereas Mono builds can use GDScript, C# and GDNative. If your project doesn't use any C# scripts, you should use a non-Mono build. |
Sorry for not being clear. It's the mono build, I use only c# scripts. |
It seems to happen for both MsBuild and Dotnet cli [EDIT] , yes it seems the are missing in the export folder |
Additional information: I also uninstalled all dotnet sdk's and installed only 5.0. |
This happens when editor can't load core mono libs (nothing Mono related will work in this case), what's in the editor logs (it should have errors on editor startup). |
Ok, but all the c# scripts compile and run fine from the editor, so some parts are working. |
That's strange, maybe it's only Mono editor plugin fails. Editor config is in Mono logs are in 3.4 beta 3 seems to be running fine on my M1 MacBook Air. |
Export and run and device from Xcode too? [Edit] deleting .mono and .import folders did not change anything , and I don't get errors on startup from console |
I have tested, with official beta 3 editor and templates:
All frameworks seem to be in place. Exported test project contents for the reference.
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You obviously get the missing frameworks such as lib-aot-MonoTest.xcframework. I uninstalled mono and then reinstalled it , but the editor still shows numbers, not names, and export does not include the frameworks ( except the project framework), so I'm unsure of what to try next. |
Run the Godot editor from the terminal:
Export the game and once it's finished, copy and paste the full terminal output here. |
Solved! Thank you very much for guiding me to diagnosing the problem. The log showed problems with creating directories, so thinking it was a file access problem, I deleted Godot, downloaded again, and got a prompt when starting it to open it even though it was downloaded. Export now works fine. The problems with the Ad Hoc IOS builds, has not gone away. As far as I can tell, my problem lies with using signals with parameters, but I need to do some more testing. [EDIT] Hunted the Ad Hoc bug down, and made a new bug report here: #51838
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How was this solved? |
As described above in #51526 (comment) |
Godot version
3.4 Beta 3 [EDIT]: Mono (using c# only)
System information
Mac Mini M1 -> IOS
Issue description
When trying to compile and deploy to a device, Xcode will not compile, and lists 100+ errors.
Steps to reproduce
Export a project to iOS from Godot 3,4 beta 3, on Mac M1.
Try to deploy to device ( iPhone or iPad)
Minimal reproduction project
No response
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