Skip to content

Conversation

@visuallization
Copy link
Contributor

@visuallization visuallization commented Feb 24, 2023

Hey there,

I added mac os build support. I added the macos template into the repo export_templates/4.0.rc2/macos.zip (not sure if that's the best way because it is rather big) and also included the export_presets.cfg to make the builds work out of the box. I also updated the projects to make them build on mac without breaking compile errors. But the most relevant changes can be found in these commits:

Furthermore I updated the VirtualCamera example to make it compile & build in godot4 but there seem to be some game logic issues which still need to be tackled. I didn't manage to make the FPS example run in a timely manner as of the mentioned missing Skeleton3D modification support: godotengine/godot#71137. I think this should be tackled in a separate issue.

I am not sure if the mac builds will compile on linux without problems because of code signing and xcode, so please let me know. If it does not work, there seems to be a way to build for mac on linux: https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_macos.html#cross-compiling-for-macos-from-linux

@visuallization
Copy link
Contributor Author

@edbeeching Did you by chance had time to test this?

@edbeeching
Copy link
Owner

Hey, not yet. Hopefully tomorrow. Thanks for this.

@edbeeching
Copy link
Owner

Hi, I got around to trying this. Unfortunately, the mac build templates don't work on linux. I think we would have to include a build server as part of the CI workflow. Unless you have any other ideas?

@visuallization
Copy link
Contributor Author

@edbeeching okay yeah I thought so. A build server is the only option I can also think of.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants