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Can't build for iOS on XCode 9.2 - entry point (_main) undefined. for architecture i386 #17802
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Team ID is still required - you must specify a team for each of your Xcode projects and Xcode won't do any signing without it. Command line tools, which Godot makes use of, also require team ID to be present in project settings. Team ID can be found on "Membership" page at https://developer.apple.com/account/ Godot does build .ipa as long as export is performed correctly. It seems something was broken since 3.0.0, because export worked fine there (although I never tried building with the official templates). |
Thanks for the answer @endragor |
You don't need a paid Apple account, I don't have one and I'm able to build and run iOS apps. You'll need to pay to publish on Apple Store though. |
@Shin-NiL and how did you get your Team ID? my developer page looks like this: |
I'm getting the same error as @jahd2602, and I've entered my team id. I'm also not seeing a |
@jahd2602 it's weird, as I never paid anything... Anyways, maybe this article can help you. |
@Shin-NiL I already have an account. The difference with that article is that https://developer.apple.com/membercenter/index.action redirects now to https://developer.apple.com/account and there, there is no Team ID to copy to Godot. |
I found the team ID by following this post instructions:
I exported with that Team ID, and XCode didn't complain about it. However:
|
Are you trying to run on simulator (i386)? If so, the template won't work. |
Ah, it wasn't clear that the project wouldn't work for the simulator. I got it working on a device. |
I could bypass the error by trying to build to a device. But then, I got this errors:
Thanks for your help. |
I solved those problems by:
After that, I could get it to run on a physical device. |
Any feedback on how can this be improved? or is it just usability enhancement? |
The reason you must turn automatically manage signing off and on is because by default it tries to use the Push Notifications and Game Center capabilities which non-paying devs don't have permission to use.
In Response to the original question: |
Edit: Sorry, never mind. I found the settings under the Project navigator and edited the project settings.
Where are these options? Are they meant to be under Preferences for Xcode? The General tab doesn't have Identity or Signing options as far as I can see. Are they somewhere else? |
What's the status on this issue? The export dialog now does some validation of the identifier at least IINM. |
For me the steps from @thebartyparty resolved the issue. Perhaps they would be useful on the Exporting for iOS page? https://docs.godotengine.org/en/3.0/getting_started/workflow/export/exporting_for_ios.html |
Thanks. Moving the discussion to godotengine/godot-docs#2152 to focus on the documentation needs. Feedback there or PRs welcome :) |
Is this really fixed? It seems that export to emulator (rather than physical device) is still broken with the error reported in the title. |
Did you try with 3.1 beta 2? It ships both x86 and x86_64 binaries and should therefore run fine on the simulator. |
I think so. I am doing build from master branch pulled 12 Jan. Maybe I have built the export templates wrong (can't find 3.1 beta templates online. https://hugo.pro/projects/godot-builds/ missing xcode template stuff). I can't find any info online on how to build them for iOS. Manual doesn't mention the extra files needed for the xcode project template. I have got my own script to build them, but maybe it's wrong. I do something like this:
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You could use the 3.1 beta 2 templates with the 3.1 beta 2 editor binary: https://godotengine.org/article/dev-snapshot-godot-3-1-beta-2
It's actually
You need to collate the See the build scripts for 3.0.6 (missing |
I just checked both the linked 3.1 beta2 template snapshot, and 3.1 beta4.
So I guess either the issue should be reopened, or a new one created. |
Yes, I think you're right. I had same result when I tried official beta template as well as custom build. I never got emulator to work, but real device is ok. |
I'll add x86_64 for beta 5/rc1 |
i got a same Error when i try to build my Objective C Project in Xcode 10, and i solved it my change my development target to 7.0. I think Xcode did not support older iOS version so they get this error. |
@raavan199 I have my Deployment Target to 9.0. It doesn't go below 8.0. I still get the problem. |
I am having the same problem as the user pip in QA.
Godot version:
3.0.2 stable
OS/device including version:
MacBook Air (13-inch, Early 2014) (1,4 GHz Intel Core i5)
MacOS High Sierra 10.13.3
Issue description:
I should be able to build and run the generated XCode project. It does not build successfully.
Steps to reproduce:
I have installed the export templates and tried to export an empty Godot project.
When I hit build in Xcode I get these same error:
Note that one says architecture i386 and the other architecture x86_64.
Minimal reproduction project:
Empty new project.
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