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mono iOS export doesn’t create .ipa #45421

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samtsejerome opened this issue Jan 24, 2021 · 6 comments
Closed

mono iOS export doesn’t create .ipa #45421

samtsejerome opened this issue Jan 24, 2021 · 6 comments

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@samtsejerome
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Godot version:
3.2.3 official build.mono

OS/device including version:
macbook pro running catalina 10.15.6

Issue description:
I've tried this a few times with different projects and always get the same result:

steps to reproduce:

  1. create a simple project with a viewport that should fit any modern iphone display.
  2. select export... from the project menu.
  3. select the ios(Runnable) preset
  4. enter a valid team id, and bundle id
  5. select the export path to a location outside of the project.
  6. select all the required icons, and screens as per the documentation.
  7. click the export Project button, enter an ipa filename and click save.

expected results:
an ipa is created.

actual results:
a progress indicator is displayed that gets stuck at 60% for an impractically long time. (20 mins + )
exporrtprogress-sshot

when it finally finishes, no .ipa file has been created!

Minimal reproduction project:

csharptest_project3.zip

@naithar
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naithar commented Jan 29, 2021

MRP doesn't have required iOS icons and LaunchScreen images that's needed for correct export.
After providing them (icons and images) I've managed to successfully export a project and received .ipa file. XCode project also successfully launches and compiles.
In case you don't have LaunchScreen images you can use Storyboard that is also more preferred due to the LaunchImages deprecation.

Logged errors like this one indicate that you are missing a file that export mechanism requires.

 core/os/dir_access.cpp:298 - Failed to open res://ios_icons/landscape Launch screens/2436x1125.png
 platform/iphone/export/export.cpp:673 - Failed to export loading screen (landscape_launch_screens/iphone_2436x1125) from path 'res://ios_icons/landscape Launch screens/2436x1125.png'.
 editor/project_export.cpp:984 - Failed to export the project for platform 'iOS'.

@Tekuzo
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Tekuzo commented Feb 28, 2021

I have also experienced this issue. My project had the icons set properly but did not have LaunchScreen Images, I had left those blank because I had scripted an entire scene to handle this. The export worked in 3.2.3.

@Calinou
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Calinou commented Feb 28, 2021

@Tekuzo To clarify, did you test this both on 3.2.3 and 3.2.4rc3 or just 3.2.3?

@naithar
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naithar commented Feb 28, 2021

I have also experienced this issue.

Have you tried manually building exported Xcode project? And what did the log say.
And are you using mono or classic Godot build?

@neikeq
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neikeq commented May 21, 2021

This is likely the C# part of the export process failed, but Godot's export process continues. The export process should stop if the C# exporter fails, but that's a separate thing. Run Godot from the terminal and check the output. Right now there are many issues exporting to iOS with C# that I've just fixed but can't be merged in the 3.x branch yet.

@akien-mga akien-mga added this to the 4.0 milestone Jun 2, 2021
@neikeq
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neikeq commented Jun 12, 2021

Assuming fixed by #49248. Let me know if that's not the case (the fix should be included in the next release).

@neikeq neikeq closed this as completed Jun 12, 2021
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