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Cannot build plugin for iOS #1
Comments
When i export the Project from Godot and open it in xcode and try to run it on a simulator i get issue saying
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If i try to include arm64 from Excluded Architectures i get following error
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To be able to run on simulator, make sure you have check "Export with Debug" when exporting. Also it's somehow pretty annoying when testing Godot App on ios Simulator, there still some problem: I think you should try add excluded Architect, i'm usually use |
In Architecture i had to choose Standard Architecture instead of ARM64 and Excluded Architecture I just added arm64. This is how the xcode project build successfully for me. But i get below errror on simulator and i have zero knowledge in graphics and drivers I am just assuming i need a real iOS device for this |
Are you using Godot 3 or 4. No, it can run fine on simulator, but with some config. |
Godot 4.2 |
Oops. I'm not using Godot 4 for mobile project for now cause it still have lots of problem, can you try open the project with Godot 3.5, export and try again on Xcode. |
Actually the game developer whom i work with relies heavily on Godot 4 features. My background is of native mobile app developer, i have very little knowledge in Godot and i am there to help them build native mobile functionality in their game. So currently facing challenges for iOS specifically. Also i have used swift for ios development and not objective-c or C++ so that's another issue. Do you have list of issues that are related to Godot 4 targeting iOS apart from the one which you already specified? |
There are lots of issue of Godot 4 on mobile, especially on iOS. You can see em in main godot issue page Although you can try to solve them in someway, recompile the iOS export template...but i don't have time to do that so i keep my games in Godot 3 for the current moment. You can try read these, i think you will find a way to fix it. |
Godot version
4.2
Plugin version
v1.0.1
Phone information
iPhoneX iOS 17.0
Issue description
I get following error
Steps to reproduce
I downloaded the flashlight iOS plugin. I downloaded it for Godot 4.1 given that there was no 4.2. Here is the sample project
I created iOS folder & inside that created plugins folder and copy pasted
flashlight.debug.a
,flashlight.gdip
&flashlight.release.a
I opened my iOS simulator and ran the project via Godot engine's Remote Debug button. I also added the iOS template and enabled the FlashLight plugin and added App store Team Id & bundle identifier
I am trying to run on iOS simulator. Of course i won't be able to test Flashlight on iOS simulator but at least i expected the app to build and run on simulator.
Additional context
No response
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