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-rw-r--r--platform/ios/export/export_plugin.cpp13
1 files changed, 8 insertions, 5 deletions
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index a8596c30a6..76546c164a 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -1927,16 +1927,19 @@ 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 {
-#ifdef MODULE_MONO_ENABLED
- // Don't check for additional errors, as this particular error cannot be resolved.
- 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";
+#if defined(MODULE_MONO_ENABLED) && !defined(MACOS_ENABLED)
+ // TODO: Remove this restriction when we don't rely on macOS tools to package up the native libraries anymore.
+ r_error += TTR("Exporting to iOS when using C#/.NET is experimental and requires macOS.") + "\n";
return false;
#else
String err;
bool valid = false;
+#if defined(MODULE_MONO_ENABLED)
+ // iOS export is still a work in progress, keep a message as a warning.
+ err += TTR("Exporting to iOS when using C#/.NET is experimental.") + "\n";
+#endif
// Look for export templates (first official, and if defined custom templates).
bool dvalid = exists_export_template("ios.zip", &err);
@@ -1963,7 +1966,7 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref<EditorExp
}
return valid;
-#endif // !MODULE_MONO_ENABLED
+#endif // !(MODULE_MONO_ENABLED && !MACOS_ENABLED)
}
bool EditorExportPlatformIOS::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {