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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/editor/godotsharp_export.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/editor/godotsharp_export.cpp')
-rw-r--r--modules/mono/editor/godotsharp_export.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/modules/mono/editor/godotsharp_export.cpp b/modules/mono/editor/godotsharp_export.cpp
index ce0b6ad0e6..19b3bea5cf 100644
--- a/modules/mono/editor/godotsharp_export.cpp
+++ b/modules/mono/editor/godotsharp_export.cpp
@@ -92,7 +92,8 @@ Error get_assembly_dependencies(GDMonoAssembly *p_assembly, const Vector<String>
ERR_FAIL_COND_V_MSG(!ref_assembly, ERR_CANT_RESOLVE, "Cannot load assembly (refonly): '" + ref_name + "'.");
- r_dependencies[ref_name] = ref_assembly->get_path();
+ // Use the path we got from the search. Don't try to get the path from the loaded assembly as we can't trust it will be from the selected BCL dir.
+ r_dependencies[ref_name] = path;
Error err = get_assembly_dependencies(ref_assembly, p_search_dirs, r_dependencies);
ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot load one of the dependencies for the assembly: '" + ref_name + "'.");