Is the iOS support 'good enough' when using the mono version for a full release?

Godot Version

v4.5.1.stable.mono.official [f62fdbde1]

Question

I’ve been tasked to create a game for a convention. The game will have to work for about 4 days for the duration of the convention, and it’ll be released on both Android and iOS devices. However, there’s a warning on the export tab that support for iOS and Android are experimental when using C#.

How far away is the support for it currently?
Is it “good enough” if the project in mind is going to be a simple 2D point and click puzzle game?

I’m asking because all the info I could find about it is a small bit in the documentation that states these two things:

But that doesn’t tell me much at all (and I own a macbook so those limitations aren’t really an issue).

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Why don’t you use standard version instead of .net and add extensions if needed ?

Because our codebase is massive as is and I really do not want to re-write so many things in GDScript :slight_smile:

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Here’s a bit more information, but this post is already almost 2 years old, I’m not sure if there were any improvements since then.

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iOS uses NativeAOT, and the Godot bindings aren’t fully compatible with trimming. You can workaround it by rooting the assembly, which Godot does for you when exporting, but it’s no guarantee that things will work.

Android should be good enough, but we’re still marking it experimental out of caution. If we don’t get any critical reports, we’ll likely remove the warning in Godot 4.6 or 4.7.

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