Godot: export template for this platform are missing/corrupted: iOS (error message problem, team id is missing)

Created on 26 Dec 2017  路  25Comments  路  Source: godotengine/godot

Godot version:
3.0 beta2

OS/device including version:
windows 8.1

Issue description:
when export to ios, a dialog with "export template for this platform are missing/corrupted: iOS" appear.

Steps to reproduce:

  1. use sample project in godot 3 docs (dodge)
bug ios editor usability

Most helpful comment

I get this error on 3.0.2 stable

All 25 comments

Any error message in the console/Output panel?

ok, I got the error message in console: App Store Team ID not specified.
after I set Team ID and Icon, I get this:

ERROR: Vector::resize: Condition ' p_size < 0 ' is true. returned
: ERR_INVALID_PARAMETER
At: c:\projects\godot-builds\godot\core\vector.h:264
ERROR: EditorExportPlatformIOS::export_project: Can't write 'D:/dev/godot/games/
Godot3_dodge-1.3/dodge-1.3.xcodeproj/project.pbxproj'.
At: platform\iphone\export\export.cpp:901
ERROR: ProjectExportDialog::_export_project_to_path: Failed to export project
At: editor\project_export.cpp:747

oh. can we export ios even on Windows or Linux with 3.0?

I have the same error on macOS (latest) and it was present in beta 1 too.
Tried with all icons and launch screens

I got the same error as reported by @liuzhongshu on macOS 10.13 with Godot 3 Beta 2.
With this to be able to reach such error, I have to specify

  • Team ID
  • All of launch screens

From #15203 , now it works for me on macOS 10.13 for Godot 3.0 Beta 2 with xcode 9.2. Do the steps below.

  • Download a fixed export template for iOS here. Thanks to @akien-mga
  • Put that file into your ~/Library/Application\ Support/Godot/templates/3.0-beta/ (it seems to change from ~/.godot/templates).
  • Export iOS from editor again. You have to specify all launch screens, and required icons (put those files inside your project to let editor knows it and be able to export).
  • Final result will give us xcode project.

Yeah I wrongly packed the template for 3.0 beta 2, use http://downloads.tuxfamily.org/godotengine/3.0/beta2/iphone.zip instead and/or wait for fixed templates in 3.0 RC 1.

I get this error on 3.0.2 stable

This issue is still present in 3.0.2 stable:

image

So what's going on?

This issue is still present in 3.0.2 stable

Same. Please re-open this issue.

I haven't changed anything in the iOS packaging since 3.0 and 3.0.1, so I'm not sure what would be wrong. CC @endragor

Looks like this issue is present on 3.0 RC2 and 3.0.2, but has anyone tested 3.0.0 and 3.0.1?

I have this problem in windows trying to export from 3.0.3.devel (from today) and 3.1.dev (from a month ago). I compile the templates (no compilation error) and put in appdata/Godot/templates/3.0.3.devel and same in 3.1.dev. Godot doesn麓t complain in export dialog, templates are showed in template manager and ok, but at export says that templates are missing/corrupted. I write the txt file ok, templates are compiled from the same repository that editor.

Error returns from core\os\dir_acces.cpp:313 and editor\project_export.cpp:748. Condition err is true.
No aditional info provided.
The new export system is a bit annoying. Why can麓t be skipped when custom template is needed? If editor is compiled from dev branch, they shouldn麓t ask for templates if you provide that in the Custom Template option, at least from windows desktop because no aditional files are needed, it麓s like a not necessary barrier.

Same error with 3.0.2.stable and official export templates.

I think that godot have now problems with exporting in operating system partition. For people with the problem: Can you try to export in a secundary partition (not usb) ?

Exporting does seem to work, the error if you don't configure anything is:

ERROR: export_project: App Store Team ID not specified - cannot configure the project.
   At: platform/iphone/export/export.cpp:687.
ERROR: _export_project_to_path: Failed to export project
   At: editor/project_export.cpp:748.

once a team id is set the export works with official binaries. The error isn't exactly helpful though.

Usability issue then, to be fixed in the master branch and then backported to the 3.0 branch.

@akien-mga No, it's not only usability - it's a serious bug. After setting the team ID, and then setting the launch screens and everything required (as per the documentation), I get the "project file could not be parsed" error. I'm using 3.0.6 stable for OS X - the version without C# support.

"project file could not be parsed" after finally being able to export the project

same problem 3.0.6 , Any Update?

Same problem 3.0.6...
OS Linux Mint 19

I have a problem with #21088 C# exporting it says Data template directory not found while the correct ones are installed.
Some errors could use some more info to help debugging like show the directory path that could not be found.
Should i create a new issue for this one with more info?

Should i create a new issue for this one with more info?

@JohnSilverLong Yes, I don't see any link between this issue and what you describe.

I think that godot have now problems with exporting in operating system partition. For people with the problem: Can you try to export in a secundary partition (not usb) ?

@Ranoller I had a similar problem when I tried exporting in my operating system partition on win 10. Fixed it by running godot as admin.

Same thing in 3.1.1
image

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