Godot version:
master branch, Jul. 22, 2018
commit hash: 15ee6b781bd3f946790fbe3d20be52d4f621b99a
OS/device including version:
rMBP 2015, macOS 10.13.3
Issue description:
When exporting to iOS, the export fails and returns the following error messages:
exporting res://Node2D.tscn
exporting res://default_env.tres
static library: libgodot.iphone.debug.fat.a
Unzipping...
READ: libgodot.iphone.debug.fat.a
ADDING: game.a size: 57098640
READ: libgodot.iphone.release.fat.a
READ: data.pck
platform/iphone/export/export.cpp:401 - Condition ' !da ' is true. returned: ERR_CANT_OPEN
editor/project_export.cpp:762 - Failed to export project
All required launch screen images and icons have been included, and the team_id field has been filled.
Steps to reproduce:
Export any project on the master branch to iOS
Minimal reproduction project:
thanks for the help, this issue has been very frustrating for me!
I am getting the same error in master @ cfcb6e11f25adb13177ba08777263288a5ec6f61
(just before typed gdscript merge)
I'm also getting this error on master with clean pull and build from 12 Jan 2019. The line number has now moved to export.cpp:472 due to further commits since the problem was originally reported. But it is the same code.
Looks like export to iOS is broken for all at the moment.
This error is happening because we don't have proper export templates when building from source. Just following the steps in the manual to create export template is not enough for iOS. The export templates also contain vital files and directories needed to create the xcode project. The error reported in this issue is saying that the directory it is trying to open does not exist. This is because the export template we have created ourselves is missing the xcode project template (well, it was in my case).
I am in the process of trying to create this myself. There is no documentation on how to do this, so I am just picking apart the stable 3.0 template to see what's in there. I've got further than this error, but it is still not working properly as the "xcodebuild" program doesn't like something in my .plist file, though, it looks the same as 3.0 to me. I'll continue investigating and report back.
Since this appears to be an issue with the compilation docs, I'm moving it to godotengine/godot-docs#2153.
Most helpful comment
I am getting the same error in master @ cfcb6e11f25adb13177ba08777263288a5ec6f61
(just before typed gdscript merge)