decentraland / godot-explorer

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fix: ios compiling and fix audio issue removing the recording for ios #397

Closed kuruk-mm closed 4 months ago

kuruk-mm commented 4 months ago

Some changes that should have been made for iOS were not in the main branch. This PR includes those, and the build is working for them.

I'm not getting crashes after this PR (just out of memory).

Disabling Audio Recording

Almost all the Apple Store Connect reports are related to the AudioDriver.

It looks like Godot is trying to initialize the audio capture at the start, even if it is not used, and is not asking for permissions correctly. This makes all the AudioDriver fail, making it unable to play audio.

Looks like it is an old bug that is still appearing in 4.x: https://github.com/godotengine/godot/issues/33885#issuecomment-1439821666

Maybe we need to add some Swift / ObjetiveC code to request permissions.

Release version

We cannot export as Release (it should consume less memory) due to an issue with the Provisioning profile. It requires a manual one, thinking that we want to export to the App Store, but when we do it for TestFlight, XCode generates it for you. So, the release build is not working.

Anyway, it was fixed here, and 4.2.2 will include the fix: https://github.com/godotengine/godot/pull/86748