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Plugins don't work with Godot 3.5 (but they do with Godot 3.4.5) #37
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I think that's a good question… does this work with 3.5? 🤷🏻♂️ Also, I just learned that SCons is part of the install process, but that requires Python, and Python is no longer included with macOS. Somewhat minor issues, and I'm still learning about Godot, but this seems like it could be easier. When I see the word plugin, I think of something like WordPress. That's just a one-click install, or a simple drag-and-drop of a folder. I wasn't expecting to be using Git, SCon, and Python. I'm not sure how to simplify that, but that's what I was looking to do while learning about this repo. 🤔 Did you ever get it working? |
Plugins are native code, so they need to be compiled along with the iOS application to work. There's no way around that in an OS that doesn't allow dynamic linking (not without big caveats at least). |
Not through compilation. I'm assuming the problem is that the compilation doesn't create the required .gdip config file? And I don't know how to progress. Although I have discovered there exists a pre-compiled version under the releases section, a zip file called "plugins_master" has them. I created a folder called "ios" in my project folder, and copied the "plugins" folder from the zip. resulting in res://ios/plugins/... You will see them appear under project > export > iOS > Options > Plugins. |
Nice! 🙂 I tried it out with Godot 3.5 and it did not work. It just shows a Godot splash screen. I tried Godot 3.4.5 and it worked. Although, heh, it seems I have a lot more work to actually make it working. The tree was upside-down and moving in the opposite direction. |
@joshnajera if you are using |
I tried doing some troubleshooting, to see why this doesn't work with 3.5. First Attempt — Since it froze at splash screen, I tried turning that off. It still freezes. Second Attempt — I tried comparing the logs. It seems identical, except for one thing. The order is different when registering the camera. 3.4.5 says…
3.5 says…
I'm not sure if that matters, but that was the main difference that I saw in the logs. |
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@Calinou — It looks like there was a new release of the iOS plugins. I tested it out and I was able to get an Augmented Reality test working. Although, now the splash screen is always there, regardless of which setting is picked for “project settings > boot splash”. It's also at the wrong orientation. As an example, if the phone is held in portrait, it displays as upside-down landscape. |
iOS will always show boot splash, there is no way around that - it is shown while application is preparing for launch and loading resources. You can manually change storyboard or boot images (which one is used depends on your Godot export settings) in Xcode project to display black screen, while application is starting. |
In general, I was able to create some iOS / macOS apps without a splash screen. Apple does want it, but my apps loaded fast enough that it still passed review. Here, Godot does need a splash screen because there is a startup. A splash screen is a good idea because it risks rejection without it. I'm just saying that I noticed something different between the two versions. I don't think it's a setting change that I made, but I can't rule that out 100%, as I'm still getting used to Godot. Editing the splash screens in Xcode does seem a good idea. I wasn't sure where they were at first, but I found them… That's where you can see the problem. The Godot logo is not matching the screenshot orientation. It's a minor problem, but it's something that I noticed. Perhaps this is not the best place to mention it. Maybe that's a core bug? 🤔 I also just realized that I can add portrait and landscape launch screens in Godot, so that's nice. (I haven't tried it yet though.) Also, I just tested ARKit with Godot 3.5.1 (RC 1) and it worked. |
@michael-garofalo seems like generated splash images are using incorrect orientation in portrait mode. Does Godot iOS export produce same rotated images on 3.5.1? You should report this issue on Godot repo if it does. You can also use a |
I can't seem to get Godot to recognize the plugin in 3.5.2. I downloaded the release zips for 3.5 and moved inappstore.gdip and inappstore-device.release.a into res://ios/plugins. |
Sounds like you got the file structure wrong. |
Hm, If I do that, I no longer get the plugin error message, but it still doesn't show up in export settings. |
It should be between the "Application" and "Capabilities", you have to scroll down a bit, a new segment "Plugins". |
Yeah, only my request review plugin is there. No IAP EDIT: jk, just my silly mistake. Shows up now as expected. |
I cannot get this to work.
I've tried this while checking out branch 3.5 and 3.4.
went into godot-ios-plugins/godot/ ran scons command
backed out into godot-ios-plugins/ ran the other scons command
ran the other two scripts genereate_static_library.sh and generate_xcframework.sh
I see the output files in bin, i've tried moving them into godotProjectName/ios/plugins/
The plugin doesn't appear in godot.
I don't know where I am going wrong and haven't been able to find help elsewhere, so sorry if this is the wrong place.
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