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It seems this commit broke export plugins adding static libraries.
I'm working on Godot-Kotlin project, we have an export plugin which adds a static library when exporting for iOS (this static library contains kotlin code), see here. EditorExportPlatformIOS::_export_additional_assets only keeps filename of static libraries:
Vector<String> project_static_libs = export_plugins[i]->get_ios_project_static_libs();
for (int j = 0; j < project_static_libs.size(); j++) {
project_static_libs.write[j] = project_static_libs[j].get_file(); // Only the file name as it's copied to the project
}
err = _export_additional_assets(p_out_dir, project_static_libs, true, false, r_exported_assets);
The problem here is in EditorExportPlatformIOS::_export_additional_assets:
The added else if to check if we're doing work on a project resource, using ProjectSettings::get_singleton()->localize_path(asset).begins_with("res://"), is always true with static libraries, as caller function (EditorExportPlatformIOS::_export_additional_assets) only keeps filename.
This leads to a NOT_FOUND error and static library is not added to xcode project.
Which added the static library to r_exported_assets vector, which was leading to adding static library into xcode project.
Steps to reproduce
Create an export plugin and export a static library when exporting ios using add_ios_project_static_lib, then export project.
Or try to create an ios export of a godot kotlin project.
Tested versions
4.2.1-stable
System information
macOS 14.0 (M1)
Issue description
It seems this commit broke export plugins adding static libraries.
I'm working on Godot-Kotlin project, we have an export plugin which adds a static library when exporting for iOS (this static library contains kotlin code), see here.
EditorExportPlatformIOS::_export_additional_assets
only keeps filename of static libraries:The problem here is in
EditorExportPlatformIOS::_export_additional_assets
:The added else if to check if we're doing work on a project resource, using
ProjectSettings::get_singleton()->localize_path(asset).begins_with("res://")
, is always true with static libraries, as caller function (EditorExportPlatformIOS::_export_additional_assets
) only keeps filename.This leads to a
NOT_FOUND
error and static library is not added to xcode project.Before the mentionned commit we were passing in
Which added the static library to
r_exported_assets
vector, which was leading to adding static library into xcode project.Steps to reproduce
Create an export plugin and export a static library when exporting ios using
add_ios_project_static_lib
, then export project.Or try to create an ios export of a godot kotlin project.
Minimal reproduction project (MRP)
None to provide but this one: https://github.com/utopia-rise/godot-kotlin-jvm/tree/master/harness/tests
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