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First off this is amazing and thanks so much for it. I recently tried an iOS export in the new Godot 4.2 beta that brings back (experimental) C#/iOS support and an error is thrown in XCode using this library, due to iOS disallowing code generation (I think it was Reflection.Emit specifically). I don't know much about the inner workings of imgui-godot but just thought I'd ask to see if there was a way around this. Thanks :) |
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The problem is that ImGui.NET doesn't support iOS (or Android), so even if I fix this issue it would still either fail to build or crash at runtime. I'll need to figure out a way of excluding ImGui code for mobile export. Unfortunately it will probably also require users to wrap all their ImGui calls in |
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Theoretically mobile support would be possible, since Godot takes care of all the hard parts of platform support. But ImGui.NET simply doesn't build the native cimgui library (which is essentially platform-agnostic) for them, just Windows/Mac/Linux. That might be another possible solution to the problem though. But for now yeah I think I'll just disable imgui-godot on mobile, and add the necessary documentation. |
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The problem is that ImGui.NET doesn't support iOS (or Android), so even if I fix this issue it would still either fail to build or crash at runtime.
I'll need to figure out a way of excluding ImGui code for mobile export. Unfortunately it will probably also require users to wrap all their ImGui calls in
#if !GODOT_MOBILE
or something, but I'll do some research.