From ee9a735c2649e10123bfbfded96bbc4cc68428f5 Mon Sep 17 00:00:00 2001 From: Andreia Gaita Date: Mon, 2 Oct 2023 18:07:20 +0200 Subject: Add C# iOS support This support is experimental and requires .NET 8 Known issues: - Requires macOS due to use of lipo and xcodebuild - arm64 simulator templates are not currently included in the official packaging --- platform/ios/export/export_plugin.cpp | 13 ++++++++----- 1 file changed, 8 insertions(+), 5 deletions(-) (limited to 'platform/ios/export/export_plugin.cpp') diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp index a8596c30a6..ed92cac593 100644 --- a/platform/ios/export/export_plugin.cpp +++ b/platform/ios/export/export_plugin.cpp @@ -1928,11 +1928,15 @@ Error EditorExportPlatformIOS::_export_project_helper(const Ref &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"; - return false; +#ifdef MACOS_ENABLED + // iOS export is still a work in progress, keep a message as a warning. + r_error += TTR("Exporting to iOS when using C#/.NET is experimental.") + "\n"; #else + // 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; +#endif +#endif String err; bool valid = false; @@ -1963,7 +1967,6 @@ bool EditorExportPlatformIOS::has_valid_export_configuration(const Ref &p_preset, String &r_error) const { -- cgit v1.2.3