Godot Engine 4.2.stable.mono.official [46dc27791]
I’ve got the following issue:
iOS builds of my game work fine when being simply exported from Godot and build in XCode. No issues there!
However, in the documentation, there’s a promising and fairly simple guide (Active Development Considerations) about how to link a game’s project folder to the exported XCode project which then would allow for much faster deployments without needing to export a new XCode project from Godot for every little change.
Unfortunately, this does not work for me, despite the very simple and straight-forward steps. When building the project to a device, the build succeeds but always crashes immediately after the Godot splash screen. The error, unfortunately, is very cryptic:
Thread 1: ESC_BAD_ACCESS (code=1, address=0x0) and the stack-trace not helpful, either (see screenshot). But I think it seems to be some sort of null-reference-exception because of the
Now, since builds play just fine without the project folder integration into XCode, the problem must lie with the three very simple steps of 1. linking the project folder to the XCode project, 2. deleting the XCode projects .pck-file, 3. adding the “godot_path” property to the Info.plist file.
But I have repeated the whole process like 5 times, always with a fresh export and different folder names, without any success.
Given that the error seems to be a null-reference-exception, I kind of suspect something about the godot_path not working, but I’m not sure what to do/try about it.
Does anybody have an idea what could have gone wrong or what I could try? Does project folder integration into XCode work for anyone?
I’m on a M1 Mac Mini and the project’s written in C#, if that is of any relevance.