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-rw-r--r--platform/ios/export/export_plugin.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index 35dc058808..544bfb71e0 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -1925,16 +1925,15 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref<EditorExportPres
}
bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
- String err;
- bool valid = false;
-
#ifdef MODULE_MONO_ENABLED
- err += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
- err += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
// Don't check for additional errors, as this particular error cannot be resolved.
- r_error = err;
+ r_error += TTR("Exporting to iOS is currently not supported in Godot 4 when using C#/.NET. Use Godot 3 to target iOS with C#/Mono instead.") + "\n";
+ r_error += TTR("If this project does not use C#, use a non-C# editor build to export the project.") + "\n";
return false;
-#endif
+#else
+
+ String err;
+ bool valid = false;
// Look for export templates (first official, and if defined custom templates).
@@ -1962,6 +1961,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
+#endif // !MODULE_MONO_ENABLED
}
bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {