Godot Version
4.3
Question
I am trying to implement haptics in the iOS export of my project using this plugin. I managed to do that in the end, but some parts of the process required some manual tweaking to make it work, mostly on the Xcode side. I am wondering if there is something I could have done better for this to just work out of the box? I’m open to rebuilding the plugin from source if it could help me in any way.
The problems I faced:
- Plugin did not show up in the Export view
- Xcode project did not build, throwing a seemingly architecture-related error
- Xcode project did not build because it could not find the plugin at the specified location
My solutions:
- I moved all files straight to the ios/plugins folder. Then also I renamed the
haptics.release.a
file to justhaptics.a
. Not sure which one of those helped, but the latter then caused error no.2 (see solution below) - I was going for a Debug build, but I was including a release build of the plugin (by renaming it as mentioned above). Replacing it with the (renamed) debug build instead helped IIRC
- When you open the project in Xcode and navigate to the Frameworks folder in Project navigator, you should see the plugin file there. Click on it and you will find out in the inspector on the right that the path to it is invalid: It’s specified as relative path, but it’s trying to import it from
[exported folder]/ios/plugins
instead of[godot project folder]/ios/plugins
. Changing this to Absolute path and selecting it manually worked, but it doesn’t feel like a stable solution.
As I said, I managed to somehow make it work for now, but the process was really counter-intuitive and feels like it can break at any point, which it probably will. I understand ios export is far from the top priority for the Godot team ATM, so I’m mostly just hoping someone will be able to tell me what to do on my side to make this whole manual process unnecessary. Thanks!