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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2020-03-18 17:40:04 +0100
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2020-03-31 09:37:16 +0200
commit77dd06134504ce68cc79b879c4a28d76a2c975f8 (patch)
treea4551344d3914ce93cfc25590f3c7261a27d4ab5 /modules/mono/csharp_script.cpp
parentfa08437694d09f0d5ee594cb4fbe1ff72b074742 (diff)
downloadredot-engine-77dd06134504ce68cc79b879c4a28d76a2c975f8.tar.gz
Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
Diffstat (limited to 'modules/mono/csharp_script.cpp')
-rw-r--r--modules/mono/csharp_script.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 28bacbd0f0..bb3d0ef46f 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -763,7 +763,7 @@ bool CSharpLanguage::is_assembly_reloading_needed() {
if (proj_assembly) {
String proj_asm_path = proj_assembly->get_path();
- if (!FileAccess::exists(proj_assembly->get_path())) {
+ if (!FileAccess::exists(proj_asm_path)) {
// Maybe it wasn't loaded from the default path, so check this as well
proj_asm_path = GodotSharpDirs::get_res_temp_assemblies_dir().plus_file(appname_safe);
if (!FileAccess::exists(proj_asm_path))