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Add C# iOS support
This support is experimental and requires .NET 8 Known issues: - Requires macOS due to use of lipo and xcodebuild - arm64 simulator templates are not currently included in the official packaging
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@@ -1928,11 +1928,15 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref<EditorExportPres
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bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
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#ifdef MODULE_MONO_ENABLED
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// Don't check for additional errors, as this particular error cannot be resolved.
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r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
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r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
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return false;
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#ifdef MACOS_ENABLED
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// iOS export is still a work in progress, keep a message as a warning.
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r_error += TTR("Exporting to iOS when using C#/.NET is experimental.") + "\n";
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#else
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// TODO: Remove this restriction when we don't rely on macOS tools to package up the native libraries anymore.
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r_error += TTR("Exporting to iOS when using C#/.NET is experimental and requires macOS.") + "\n";
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return false;
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#endif
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#endif
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String err;
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bool valid = false;
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@@ -1963,7 +1967,6 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
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}
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return valid;
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#endif // !MODULE_MONO_ENABLED
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}
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bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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