diff options
Diffstat (limited to 'platform/ios/export/export_plugin.cpp')
-rw-r--r-- | platform/ios/export/export_plugin.cpp | 13 |
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 { |