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Godot v4.4.beta1 - macOS Sequoia (15.2.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M2 Pro (Apple8) - Apple M2 Pro (10 threads)
Issue description
When trying to export any project to iOS, you are currently met with the following errors when it tries to build the Xcode project:
Undefined symbols for architecture arm64:
"_OBJC_CLASS_$_MTLFXSpatialScalerDescriptor", referenced from:
in libgodot.a[1031](metal_device_properties.ios.template_debug.arm64.o)
"_OBJC_CLASS_$_MTLFXTemporalScalerDescriptor", referenced from:
in libgodot.a[1031](metal_device_properties.ios.template_debug.arm64.o)
ld: symbol(s) not found for architecture arm64
Given the symbols it's complaining about, I would imagine it's at least related to (if not caused by) #99603.
It's possible to work around this by manually adding MetalFX.framework as a linked library in Xcode, but I'm not sure what the implications of that are on the minimum required iOS version, given that MetalFX seems to be iOS 16 or later.
I imagine it's possible to add this library with something like add_ios_framework("MetalFX.framework") from within an EditorExportPlugin as well.
Steps to reproduce
Create a new project
Export to iOS
Note the error
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
As we haven't published the beta 1 blog post yet, we should probably redo the builds with this fixed, and release it tomorrow instead. Releasing a highly anticipated beta 1 with a broken platform wouldn't be great.
Tested versions
Reproducible in: 4.4.beta1 [4ce466d]
System information
Godot v4.4.beta1 - macOS Sequoia (15.2.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M2 Pro (Apple8) - Apple M2 Pro (10 threads)
Issue description
When trying to export any project to iOS, you are currently met with the following errors when it tries to build the Xcode project:
Given the symbols it's complaining about, I would imagine it's at least related to (if not caused by) #99603.
It's possible to work around this by manually adding
MetalFX.framework
as a linked library in Xcode, but I'm not sure what the implications of that are on the minimum required iOS version, given that MetalFX seems to be iOS 16 or later.I imagine it's possible to add this library with something like
add_ios_framework("MetalFX.framework")
from within anEditorExportPlugin
as well.Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: