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Custom C++ module and XCode dSYM fail #37234

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Tracked by #39196
ksvslk opened this issue Mar 22, 2020 · 0 comments
Open
Tracked by #39196

Custom C++ module and XCode dSYM fail #37234

ksvslk opened this issue Mar 22, 2020 · 0 comments

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@ksvslk
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ksvslk commented Mar 22, 2020

Godot version:
3.2.1-stable

OS/device including version:
Target iOS: 9.0 (arm64)
XCode: 11.3.1
macOS: 10.15.3

Issue description:
Trying to build a XCode project for arm64 and generation of dSYM file is giving warnings (but module works):
https://i.imgur.com/ZBUwarq.png

When building without dSYM file generation it will succeed without warnings (module works):
https://i.imgur.com/vUwUiiV.png

The module I created is same as in the tutorial so nothing special: https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html

When using the following build I get the warnings count from around 222 to 58:
scons p=iphone arch=arm64 target=debug tools=no module_arkit_enabled=no module_assimp_enabled=no module_bmp_enabled=no module_bullet_enabled=no module_camera_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_etc_enabled=no module_gdnative_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_mbedtls_enabled=no module_mobile_vr_enabled=no module_opensimplex_enabled=no module_opus_enabled=no module_pvr_enabled=no module_recast_enabled=no module_regex_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webm_enabled=no module_webp_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_xatlas_unwrap_enabled=no disable_3d=yes disable_advanced_gui=yes --jobs=$(sysctl -n hw.logicalcpu)

Steps to reproduce:

  1. Build custom binary for "osx" with custom module
  2. Build custom binary for "iphone" arm64
  3. Switch binaries in godot/misc/dist/ios_xcode and create "iphone.zip"
  4. Use the custom template in Godot and export
  5. Open XCode and add the library of the module you created under Frameworks
  6. Try to build the project

Minimal reproduction project:
https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html

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