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arm64 .NET missing from macOS export 4.3 #94631
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Your MRP doesn't contain a C# project or the export preset used to export the project. Also, it may be useful to know the information of your .NET installation (run For macOS we should be building the C# project for 2 architectures: godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs Lines 188 to 192 in 4e5ed0b
Can you share the contents of the |
Most likely caused by signing issue (try switching to ad-hoc signature) and already fixed by #94518 |
Dotnet --info dump:
|
I attempted to change the Codesign to Built in (Ad-Hoc only), and it successfully built for arm64. I could launch the MRP project. I produces this error output when launched, but does not crash ( I think. The window is still open, but I have no gameplay in this test project). Output:
On my actual project it is the same, but it crashes instead on some other signal. Here is the output:
Edit: updated with error logs for the MRP |
Here is a zip with the c# project Since my game crashes and the MRP does not after building with the Built in ad-hoc only Codesign, perhaps the three errors are not critical? |
The DMG Contents when zipped is 111MB, cannot upload it. Let me know if there are other details that are useful. I will try to make a backup of my actual project, and convert it to godot 4.2.2 where it exported successfully previously and see if it runs without the errors I posted above. Edit: Could not convert it back to 4.2.2, a scene was corrupted. I did however check out the previous commit where I upgraded to 4.3, and it had the same errors when exporting and running. I have successfully exported and ran the 4.2.2 before, so my gut feeling is that this is an issue with a part of my .NET code and 4.3. I am loading JSON files using classes like this:
and
I also know that I attempt to load some json files on launch, so it could be related to this as that is what the last logs are before the crash. It all works on iOS exports though. |
The hostfxr errors mean the .NET runtime could not be initialized, so the project won't be able to use C#. That's why in a project with C# scripts it crashes. These errors can't be ignored. Specifically, the error code
Godot exports to the iOS platform use NativeAOT which is a completely different .NET runtime, the issue you are having seems specific to the CoreCLR runtime. |
So it is regression from #91557, |
Tested versions
reproducible in 4.3-beta3
tested in 4.2.2 mono where it works with export templates for 4.2.2
System information
MacBook Pro M3 Pro Sonoma 14.3
Issue description
When exporting godot .NET project to macOS the arm dylibs are missing for .NET. Showing package contents, resources folder only contains: x86_64. macos_arm64 is missing.
This gives the following error:
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Steps to reproduce
Create a new project in godot 4.3 beta 3 with .NET and attempt to export for macOS. Open the exported .dmg file and run the application.
Minimal reproduction project (MRP)
mrp.zip
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