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Attention | Topic was automatically imported from the old Question2Answer platform. |
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Asked By | Avantir |
I custom built Godot 3.2.1 with GodotSteam, and I am able to access the Steamworks SDK in the editor. However, when I export the project and run it, it closes almost immediately. If I execute it through the command line, I get the error:
“Parse Error: The identifier “Steam” isn’t declared in the current scope.”
So clearly the Steamworks library is being packaged with my executable. I tried looking up why this is happening, and as best as I can tell I need custom export templates for this. So I ran these commands:
scons platform=osx tools=no target=release_debug
scons platform=osx tools=no target=release
Which gave me two binary files, one for release and one for debug:
godot.osx.opt.64
godot.osx.opt.debug.64
But I can’t figure out how to use them. Or if I have successfully used them, it hasn’t solved my problem. I tried selecting them as Custom Templates for my Mac OS X Export preset, but that gives me the error:
“Could not find template app to export: /{absolutepathtosource}/bin/godot.osx.opt.debug.64”
(It shows the real path, I’m not posting the whole path here)
Which doesn’t make sense, because that IS the correct path. I even selected the file in the built in file explorer, so it’s definitely correct. I’ve tried putting them in different directories, including Application Support/Godot/templates/3.2.1.stable, and I even tried replacing the existing mac templates inside of the osx.zip in that folder. Every time, if I specify the custom template it gives that error. If I don’t specify the custom template, it exports but gives that runtime error.
How can I export the mac executable such that it can actually run with the Steamworks SDK?