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Update for Godot 4 #47
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This repository hasn't been updated for Godot 4 yet, as its maintainer @naithar is no longer available. There is no updated version I know of yet. |
The |
EDIT:
Also, very important: For the plugin to work, it has to be in the folder I will try the GameCenter plugin tomorrow, hopefully I can get that running as well. |
The compilation tutorial from README worked for me at Godot 4.1
Compiled, tested and working on iPhone.
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@saletrak Hi, I'm compiling an ios plugin for Godot4, but I've run into a problem, when I execute $ cd godot_plugs_path
$ ./generate_static_library.sh icloud release_debug 4.0
scons: Reading SConscript files ...
scons: done reading SConscript files.
scons: Building targets ...
g++ -o plugins/icloud/icloud_module.o -c -fomit-frame-pointer -O2 -ftree-vectorize -DNDEBUG -DNS_BLOCK_ASSERTIONS=1 -DDEBUG_ENABLED -DVULKAN_ENABLED -std=gnu++17 -DNEED_LONG_INT -DLIBYUV_DISABLE_NEON -DIPHONE_ENABLED -DUNIX_ENABLED -DCOREAUDIO_ENABLED -fmodules -fcxx-modules -miphoneos-version-min=10.0 -fobjc-arc -fmessage-length=0 -fno-strict-aliasing -fdiagnostics-print-source-range-info -fdiagnostics-show-category=id -fdiagnostics-parseable-fixits -fpascal-strings -fblocks -fvisibility=hidden -MMD -MT dependencies -fno-exceptions -Wno-ambiguous-macro -Wall -Werror=return-type -arch arm64 -isysroot -stdlib=libc++ -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk -DPTRCALL_ENABLED -I. -Igodot -Igodot/main -Igodot/core -Igodot/core/os -Igodot/core/config -Igodot/platform/ios -Igodot/modules -Igodot/scene -Igodot/servers -Igodot/drivers -Igodot/thirdparty plugins/icloud/icloud_module.cpp
While building module 'std' imported from /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk/usr/include/c++/v1/stdint.h:123:
While building module 'Darwin' imported from /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk/usr/include/c++/v1/ctype.h:38:
In file included from <module-includes>:98:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk/usr/include/wchar.h:91:
In file included from godot/core/os/time.h:34:
In file included from godot/core/object/class_db.h:34:
In file included from godot/core/object/method_bind.h:34:
In file included from godot/core/variant/binder_common.h:35:
In file included from godot/core/object/object.h:35:
In file included from godot/core/object/message_queue.h:34:
In file included from godot/core/object/object_id.h:34:
godot/core/typedefs.h:45:10: fatal error: cyclic dependency in module 'std': std -> Darwin -> std [4]
#include <cstdint>
^
While building module 'std' imported from /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk/usr/include/c++/v1/stdint.h:123:
In file included from <module-includes>:2:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk/usr/include/c++/v1/ctype.h:38:15:{38:2-38:16}: fatal error: could not build module 'Darwin' [4]
#include_next <ctype.h>
~~~~~~~~~~~~~^
In file included from plugins/icloud/icloud_module.cpp:36:
In file included from godot/core/config/engine.h:34:
In file included from godot/core/os/main_loop.h:34:
In file included from godot/core/input/input_event.h:35:
In file included from godot/core/io/resource.h:34:
In file included from godot/core/io/resource_uid.h:34:
In file included from godot/core/object/ref_counted.h:34:
In file included from godot/core/object/class_db.h:34:
In file included from godot/core/object/method_bind.h:34:
In file included from godot/core/variant/binder_common.h:35:
In file included from godot/core/object/object.h:34:
In file included from godot/core/extension/gdextension_interface.h:39:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk/usr/include/c++/v1/stdint.h:123:15:{123:2-123:16}: fatal error: could not build module 'std' [4]
#include_next <stdint.h>
~~~~~~~~~~~~~^
3 errors generated.
scons: *** [plugins/icloud/icloud_module.o] Error 1
scons: building terminated because of errors. I noticed the error messages suggested above, such as My Mac environment information:
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@HouWan I feel you but I'm not sure I can help with this. Make sure the ios sdk is valid for your iOS version (16.4 as i can see). Just try to export Godot project and run it on simulator or real device. Without valid SKD, you would not be able to compile the game even without this plugin. Mayby you need to purge installed sdk. You can also try to build godot-ios-plugin template, and check if the error is still there: https://github.com/naithar/godot_ios_plugin You can also try to update the command line tools (https://mac.install.guide/commandlinetools/index.html)
For being clear I build this plugin on:
Not sure does it metter. |
my godot version is 4.1.1 stable
Xcode version:14.1 (14B47b) use the plugins: inappstore of the last version 3.5 export iOS debug version get the error:
how can I fix it? |
You need to compile the export templates for 4.1.1, the ones from an older version won't work (see above for more on compiling) |
Hello I means is inappstore plugin version is 3.5. my godot and export template are 4.1.1. |
Sorry my bad - I meant this plugin, not the export templates - you need to compile it for 4.1.1 |
I am a godot novice, I was directly downloaded the 3.5 package before, so it failed, now according to the readme own compilation finally can, thank you brother |
hey! not directly related to this thread - but how are you applying the iCloud capability on Godot export - is there a way that this can be done automatically? Thanks! |
@phil-hudson I add it manually to project in XCode, every time after project is exported. Did not found any other solution. |
ah in the end, i found i could copy over the entitlements file with fastlane, like this - works well!
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you can see this |
Hi, I am trying to get the Arkit plugin working on Godot 4.1 but have not succeeded yet. I am currently facing compilation errors for the following things:
Compilation log:
I am not familiar with the codebase nor experienced in C++ but a slight nudge may help this cross the finish line. |
Hey @Snowdaw , Also reacted on your discord message so just copying the feedback I gave there:
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Struggling to build gamecenter plugin for Godot 4. Commands I have run
I have successfully managed to compile inappstore in the same way (With the addition of running ./scripts/generate_xcframework.sh after) but it seems GameCenter specifically is giving me trouble? Compilation Log:
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@nicoformaggio did you find a workaround? I just made a separate issue for the same error before noticing you posted that here too: #56 |
Do you have any advice on how to start making iOS plugins for Godot? I don't have experience coding in Objective C. I come from Android. I would love to help the community by making more integrations. But I can't even find documentation on the internet for a lot of the classes and functions used for these plugins. And is iOS allowing for making Swift libraries that can work with Godot? Or are libraries still required to be in Objective C? |
I'm having a go at getting ARKIt to run based on the work by @Snowdaw:
Commented out |
Getting a hot pink texture when I use CameraTexture - not sure why the texture isn't being set yet. |
Been fighting a bunch of CameraTexture bugs in Godot 4.2. Will update and send a PR if I get it working. |
This continues to work in 4.2.1. What updates are actually needed to support Godot 4? |
@brianpmaher Does this work on iOS simulator as well, i don't have a real device? |
@pritish-thub I haven't tried it on a simulator, but give it a shot. I'd assume you just have to set |
Tried this approach again with a few tweaks of my own
To my surprise it compiled but the message
Looking into https://docs.godotengine.org/en/4.2/tutorials/platform/ios/ios_plugin.html I don't understand what is wrong. Xcode- 15.2 |
I encountered that too and had to rename my binary |
Actually, maybe that's a takeaway here. These scripts worked out of the box with that one exception that the xcframework file had to be renamed to match the config ^ |
Of course, I missed that! Thank you. UPDATE: if you use |
Is there a new maintainer for this repo? |
Good question. Also, can someone share a 4.2 compatible binary plugin please? I'm looking for this and for ARCore plugin, but it's hard to find information. |
I used the same approach for plugin=gamecenter, but I get the error
Do you have any suggestion? |
@saletrak @brianpmaher @vanoak
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@mobiusstrip
Check file |
@saletrak on ui
on purchase singleton
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I am trying to learn how to create I also went to Header Search Path in Build Settings and added this path Now i tried creating an xcframework as well using What am i missing? |
I resolved it by using this |
Anyone has experience of of integrating swift with objective-c++. I have created a simple static library. I have experience of integrating swift in objective-c++, I have done it for react-native. Here is a sample video on that. but as soon as I run
Everything looks fine in Build Settings Here is the source code |
Has there been any confirmation that this might be looked at in the near future? If I had known this was the case 3 weeks ago I'd of never touched Godot. I've personally lost $XXk to IAP failures from hacked together iOS IAP functionality. Anybody know of a paid plugin even? |
@1scriptz You can have a look at RevenueCat. They don't provide a direct plugin for Godot but they do it for iOS. You can create your own plugin using this and integrate RevenueCat |
@BraveEvidence RevenueCat asks for 1% of Monthly Revenue and/or $1,700/month. |
I made my own solution using SwiftGodot, I made it available here. It's not a finished product but it might work better for you |
Are there any people who are trying to make it work for Godot 4? |
@owlnewworlds You can check this |
Don't know who thumbed you down but thank you I'll give it a try! |
Hello 👋
Thank you for your amazing work on these plugins!
Just a simple question, I can't find the answer in the documentation: Are the plugins updated for Godot 4? If not, were can I find an updated version, if any?
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