Open ghost opened 3 years ago
Nevermind, this was an issue on my side.
Looks like the exported game on MacOS actually works, and the one exported by the linux headless (even though working) was actually wrongly bloated because I had leftover files in ~/.cache/godot
from previous export attempts.
Looks like the exported game on MacOS actually works, and the one exported by the linux headless (even though working) was actually wrongly bloated because I had leftover files in ~/.cache/godot from previous export attempts.
That should actually be fixed (it sounds related to https://github.com/godotengine/godot/issues/39187).
Godot version: 3.2.3
OS/device including version: linux(docker) / macos
Issue description:
I am trying to export a very simple game (just a sprite that changes colour) and I am getting a very weird issue.
I am building Godot from source but I have no modifications, just using the
scons
command as described in the docs. I have built the linux headless version withplatform=server tool=yes
, etc. Then I export using the command line with the--export
argument.This all works perfectly fine when exporting for Linux and Windows (both 64 and 32 bit). However, there is some weird issue when I try to export for MacOS.
When I export using the linux headless executable on my linux machine, everything works fine - the exported game looks just fine and when tested on a MacOS works perfectly fine.
However, my goal is to not run this manually but to set up automated builds using Buildbot. I am doing that using the official docker images of buildbot. And when the export process is run by the buildbot worker, the final
.zip
file is missing the wholeosx.app/
directory (where the release/debug executables should be) and is unusable. The export process itself completes fine with no errors but the result is a broken.app
that cannot be run.I have also tested building a headless godot build on the MacOS, and then using that directly on the mac's Terminal to export the game. The result is absolutely the same broken
.zip
file. Which proves that this is not buildbot-related. It is also very weird that a macos headless build cannot export for macos.I have tested using both the official templates, and ones built by me. There is no difference.
Here are the contents of the final
.zip
file when exported by the linux headless build (using either official or self-built template):And here is what it looks like when built by buildbot or MacOS:
I really have no idea what might be causing this issue and I think I'm doing everything correcly so I'd appreciate if someone could help.
This is all related to my effort of setting up an easy to use template project for people who want to develop a game using C++ and Godot, or simply need a custom module (like for mobile ads). It can be found here: https://gitlab.com/bluabito/godot-cpp-template
Steps to reproduce: