From 77dd06134504ce68cc79b879c4a28d76a2c975f8 Mon Sep 17 00:00:00 2001 From: Ignacio Etcheverry Date: Wed, 18 Mar 2020 17:40:04 +0100 Subject: 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. --- modules/mono/csharp_script.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'modules/mono/csharp_script.cpp') 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)) -- cgit v1.2.3