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[4.0] [tvOS] Basic tvOS Support #45830
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Is there an option to change this so the iOS platform can be used or is this a case once again that Apple will flat out reject your bundle if it contains code not applicable to the platform you're deploying on? It feels very messy to have a complete duplication of the iOS platform just to apply a few minor changes. It will be a nightmare to keep them in sync. |
We could probably try hiding platform's tvOS/iOS only methods behind I do agree that repeating the code might not be the best option, but I'm not sure that using Edit: On the other hand we can place base classes that have almost same functionality somewhere like |
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Coming back to this PR I now think, that keeping single code base might be a better solution after all. |
Added delay for 'end' press. This should allow to use Input.is_joy_button_pressed with JOY_START. Added separate tvOS delay settings in project settings. Added 'tvOS.overrides_menu_button' value. This allows to enable system's default processing of menu button.
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If we can keep a single code base that would look much better to me indeed, like we do with Linux/FreeBSD/OpenBSD/NetBSD.
Depending on how similar the export presets would be, this could be hacked in like it's done for JavaScript's three separate templates (regular, threads, gdnative) to have a checkbox or an enum to select tvOS support while using the common preset. If the presets need to be fully separate, then some additional work might be needed. That's probably something we want to consider anyway if we ever want to provide some official form of support for *BSD platforms (currently to export for those platforms you have to replace the Linux templates by custom builds made for the BSD platform you want to target), or for Linux embedded (Raspberry Pi, etc.). |
tvOS and iOS export template are completely separate, but I think it should be pretty simple to register both platform-specific exporters. The way The only problem I see right now is |
Hi, Any news when it will be available? |
I stumbled on this thread while researching why someone would pick Godot Engine over other game development software. I think the better question is, "What needs to be done?" So far, I see a few issues...
Heh, that's a constant issue with Apple. 😄 I think that's a testing problem. Someone is going to have to try and get their game through Apple's review process. Actually, probably a few someones, to show that Apple TV games built with Godot Engine are consistently approved. But, it looks like this Pull Request needs some work first. I'm not quite sure where it's at.
So, if I'm understanding this correctly, it looks like there's a debate of a single iOS / tvOS codebase, but there's a blocker with configuration. New to this, I had to figure out what that meant... is this an issue with Swift / Xcode or Godot Engine. Apparently, after seeing this webpage, it's the latter. I don't think I'll be able to help with that problem right now, as I should actually try installing the Godot Engine first. HA HA! 😄 ...but this is interesting! It looks like it's a milestone for version 4.0 — nice! |
Right now the problem I see is figuring out the way to not have complete code duplication on iOS and tvOS platforms.
As I mentioned earlier, you should be able to build both editor and tvOS template on macOS. GitHub Actions might help with that. But you might want to rebase from current
As far as I understand the latest PR state was good enough for Godot's tvOS game to pass AppStore checks, so keeping current functionality and fixing duplication should be enough. |
Hi, I have two games running on my Apple TV, but godot don't publish support for it. There is any way to get a recent editor version with tvos support? Thanks. |
@paulo-coutinho you should be able to fork and build editor and template using branch from this PR #45829. |
Same as #45829 for
master
and basic Metal Support (via MoltenVK)