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fix: OpenXR is not available on iOS #639
fix: OpenXR is not available on iOS #639
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API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-639 |
Thanks a lot! Btw, did you take any extra steps to make gdext work on iOS? If yes, a short comment on #498 would be appreciated! 🙂 |
// Do not hardcode a list of OpenXR classes, as more may be added in future Godot versions; instead use prefix. | ||
#[cfg(all(before_api = "4.2", target_os = "macos"))] | ||
#[cfg(any(all(before_api = "4.2", target_os = "macos"), target_os = "ios"))] |
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When building on macOS with godot crate, the target_os is still recognized as ‘macos’.
( ‘cargo build –target=aarch64-apple-ios’ )
I suspect it is on the [build-dependencies] in the toolchain.
If so, we need to find an alternative solution.
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Thanks for reporting!
As I don't have macOS hardware myself, would it be possible for you to adjust the condition to something that detects it correctly, and maybe submit a PR? 🙂
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With #781, I can run iOS project with export_template on iPhone device
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Awesome, thanks a lot ❤️
What?
Add
OpenXR
to exclusion list when it's building for iOSWhy?
gdext
is not being able to load on iOS because is trying to load OpenXR which is not available there.