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iOS support #498
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Tangentially related, but still related. Spent a few hours trying to see if I can use Godot + Rust to make a simple iOS app. I got stuck at the very start of the process. After creating a basic rust library with a simple test node and test function inside that node. It turns out doing something as simple as editing that function, and doing If I can get past this pain point, I will test the next steps towards getting it working on my phone. |
I was able to export and run the book's Hello World project on an iPhone in 4.2.1. I had to disable the OpenXR APIs before it would work. I had no issues with the editor crashing. |
@johnsonbaugh Great to hear! Apart from excluding What toolchain did you use? |
Using stable-aarch64-apple-darwin. Ultimately I think everything else I did was straightforward. Added aarch64-apple-ios target:
Added .gdextension entries:
Built for iOS:
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Great to hear! In gdnative we had a CI job to build iOS, based on |
For those who compiling without
The issue is this because OpenXR module is not being included for iOS: https://github.com/godotengine/godot/blob/master/modules/openxr/config.py#L2 To make it work https://github.com/godot-rust/gdext/blob/master/godot-codegen/src/special_cases/special_cases.rs#L75 this line is going to be modified :D EDIT: After #639 this should be fixed |
This issue is for tracking the state of iOS support.
More specifically:
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