Open AdrKacz opened 1 year ago
In case needed, here is the preset
(this preset works, Godot succeeds to build on my local device)
The command won't work also on my local device, no need to run it elsewhere.
So, this works:
iOS Production
presetExport Project...
PS: it doesn't work 100% as it fires an error at the end, but at least it build the correct .ipa
file that I can use later on xCode and xCode can open it. Godot fails because of a problem of signatures
But that doesn't work:
godot --path mobile-game/ --headless --export-debug "iOS Production" exports/ios/scaling-broccoli.ipa
So, do you know what the editor and the command line are doing differently?
Thank you for your help ☺️
I am having the same problem with v4.1.3. Does anyone have any information on this?
For my github action this works, but it can be replaced with --import
once this pull request https://github.com/godotengine/godot/pull/90431 is available in a stable version
- name: Install coreutils for gtimeout
shell: bash
run: brew install coreutils
- name: Open project once to import assets
shell: bash
continue-on-error: true # timeout will exit with code 124 (can be replaced with "|| true")
run: gtimeout 60 ./Godot.app/Contents/MacOS/Godot --headless --path ${{ inputs.working-directory }} -e
Godot version
4.0.2
System information
macOS
Issue description
I cannot build in headless mode on a server in my CI/CD. The build works fine on my computer. This is not related to the project structure, I got the same error unrelated to the projects.
export-release
and it fails with almost no logs, so it is impossible to debugSteps to reproduce
(bash)
That outputs (without firing errors, which is the most suspicious)
Minimal reproduction project
N/A, any will work