Operating system or device - Godot version:
Mac 10.11.6, Xcode 8.2.1, Godot 2.1.2 (official), Godot 2.1.1(official)
Issue description:
Try to build for iOS (success) and run on device:
"XCode error : Reached end of file while looking for: uint32_t"
To correct this bug (or features):
Rename "Godot_v2.1.2-stable_export_templates.tpz" -> "Godot_v2.1.2-stable_export_templates.zip"
Unpack "GodotiOSXCode.zip"
Go to upacked folder "godot_ios_xcode"
Copy file "godot_ios_xcode/godot_opt.iphone" to folder "godot_ios_xcode/godot_xcode" and replace "godot_opt.iphone" (with 0 size)
And copy your "data.pck" file in the same folder to replace "data.pck" (with 0 size)
Then try build and then run build.
All done
Steps to reproduce:
Link to minimal example project:
:
Uhm, why was this closed?
This is an issue with the template, the xcode project points to the wrong
executable somehow
On 31 January 2017 at 08:13, Bojidar Marinov notifications@github.com
wrote:
Uhm, why was this closed?
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Why this isn't closed? The problem has been fixed if i remember correctly
This isn't closed because nobody said it had been fixed. Can you confirm it works with Xcode 8 and Godot 2.1.2-stable?
I tested it recently, and confirmed ios template is wrong.
godot_debug.iphone and godot_opt.iphone are in 2 places.
/godot_ios_xcode/godot_debug.iphone
/godot_ios_xcode/godot_opt.iphone
/godot_ios_xcode/godot_xcode/godot_debug.iphone (0 bytes)
/godot_ios_xcode/godot_xcode/godot_opt.iphone (0 bytes)
I need to move godot_debug[opt].iphone from /godot_ios_xcode/ to /godot_ios_xcode/godot_xcode/.
I tough Ariel had fixed it, maybe she forgot. However do we need the correct files in the two different folders or only where those 0 bytes files are?
Fixed in 2.1.3.
Most helpful comment
I tested it recently, and confirmed ios template is wrong.
godot_debug.iphoneandgodot_opt.iphoneare in 2 places.I need to move
godot_debug[opt].iphonefrom/godot_ios_xcode/to/godot_ios_xcode/godot_xcode/.