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.
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.
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 theProvisioning 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