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Failed to export C# project to IOS #70883

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L2750558108 opened this issue Jan 3, 2023 · 5 comments
Open

Failed to export C# project to IOS #70883

L2750558108 opened this issue Jan 3, 2023 · 5 comments

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@L2750558108
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Godot version

3.5.1mono

System information

windows10

Issue description

image

Steps to reproduce

Create a project
Create a scene
Create a C# script and mount it to any node of any scene
Create an IOS export setting
Export it
Get this
image

Minimal reproduction project

test.zip

@L2750558108 L2750558108 changed the title Failed to export C# project Failed to export C# project to IOS Jan 14, 2023
@Chaosus
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Chaosus commented Jan 14, 2023

Not quite sure, but I think it's a duplicate of #44577.

@bruvzg
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bruvzg commented Jan 14, 2023

windows10

You can export Mono project for iOS from macOS only. AOT compiler is macOS app. And exported project build require Xcode.

@akien-mga akien-mga modified the milestones: 4.0, 3.x Jan 14, 2023
@akien-mga
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I don't know how it behaves when attempting to export to iOS for a non-Mono build from Windows/Linux, but there's no reason for Mono to behave differently here, cross platform export to iOS is impossible regardless of the Godot flavour.

@bruvzg
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bruvzg commented Jan 14, 2023

Non-Mono project can be partially exported, it will export Xcode project but won't build in and create .ipa. Not sure how useful it is, since it's necessary to move in to mac to finish the build anyway.

@L2750558108
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L2750558108 commented Jan 14, 2023

Is it possible to export a full Xcode project when trying to export a C# project from Windows to iOS?

Even if it can't export, does it make the error message a little clearer? The error message now is "Cannot find mono runtime executeable xxx". A better way to prompt is "Go to macOS to export for iOS", or it can directly display a red text prompt "Only macOS platform can export for iOS" in the export window interface

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