godot-sdk-integrations / godot-ios-plugins

MIT License
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Is it feasible to add Swift code to the plugin? #71

Open waci11 opened 3 weeks ago

waci11 commented 3 weeks ago

i am not good at coding and English ,so i take a lot of time to figure out how to build plugin with oc. but now storekit2 only supports Swift code , i have to know how to add swift code . after add swift code , the plugin can be successfully builded with Xcode and the project can be successfully exported with Godot , but get error when building to the real device . the error is : ld: warning: Could not find or use auto-linked library 'swiftDarwin' ld: warning: Could not find or use auto-linked library 'swiftCore' ld: warning: Could not find or use auto-linked library 'swiftCoreGraphics' ld: warning: Could not find or use auto-linked library 'swiftObjectiveC' ld: warning: Could not find or use auto-linked library 'swiftDispatch' ld: warning: Could not find or use auto-linked library 'swiftSwiftOnoneSupport' ld: warning: Could not find or use auto-linked library 'swiftCompatibility51' ld: warning: Could not find or use auto-linked library 'swiftCompatibilityDynamicReplacements' ld: warning: Could not find or use auto-linked library 'swiftFoundation' ld: warning: Could not find or use auto-linked library 'swiftCoreFoundation' ld: warning: Could not find or use auto-linked library 'swiftCompatibility50' ld: warning: Could not find or use auto-linked framework 'AVFAudio' ld: warning: Could not find or use auto-linked framework 'Symbols'