Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

can not build ARkit plugin #603

Open
waci11 opened this issue Nov 12, 2024 · 3 comments
Open

can not build ARkit plugin #603

waci11 opened this issue Nov 12, 2024 · 3 comments

Comments

@waci11
Copy link

waci11 commented Nov 12, 2024

when I run swift build , I will get this error : no such module "ARkit"

Steps to reproduce the behavior:

  1. import ARkit
  2. run swift build

I am not good at English and programming, so, trying to successfully run this project took me a lot of time. Now I have successfully made the plugin run in the editor.
but can not add some unique iOS features to the plugin .
Is it possible to build an Arkit plugin for iOS?

@migueldeicaza
Copy link
Owner

You likely need to use Xcode?

@waci11
Copy link
Author

waci11 commented Nov 13, 2024

You likely need to use Xcode?

Xcode can only build for IOS , build for macOS will failed with the error : no such module "ARkit"

if the GDExtension file like this:
[configuration]
entry_symbol = "swift_entry_point"
compatibility_minimum = 4.2
[libraries]
ios.release = "res://bin/ArKit.framework"
[dependencies]
ios.release = {"res://bin/SwiftGodot.framework" : ""}

I will get this red log when open project with Godot 4.3:
core/extension/gdextension.cpp:1011 - No GDExtension library found for current OS and architecture (macos.x86_64) in configuration file: res://bin/ar_kit.gdextension
Failed loading resource: res://bin/ar_kit.gdextension. Make sure resources have been imported by opening the project in the editor at least once.

@waci11
Copy link
Author

waci11 commented Nov 14, 2024

You likely need to use Xcode?

As I said , I am not good at programming .
So , I would appreciate it if you can tell me the specific steps for using SwiftGodotBinary .
Repeatedly trying to build from source code is really time-consuming.
By the way , Is it normal that there is no 0.46 in the release ? i can not download it .

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants