Open Devilly opened 9 months ago
I'm unable to reproduce this issue in v4.2.2.stable.mono.official [15073afe3]. I was exporting from Linux, so maybe it's only reproducible on Mac.
You could try running Godot with the --verbose
flag and see if you get any more information in the console output when using remote debug, like the output of the adb
command.
Unrelated to the issue, your .csproj
targets .NET 6.0 but exporting to Android requires at least 7.0. See the C# platform support documentation.
I'm unable to reproduce this issue in v4.2.2.stable.mono.official [15073af]. I was exporting from Linux, so maybe it's only reproducible on Mac.
You could try running Godot with the
--verbose
flag and see if you get any more information in the console output when using remote debug, like the output of theadb
command.Unrelated to the issue, your
.csproj
targets .NET 6.0 but exporting to Android requires at least 7.0. See the C# platform support documentation.
Thanks for the response. I haven't looked into this since opening the ticket and went to using Windows for my development. I'll check whether I can still reproduce on the Mac.
Also, thank you for the heads-up about the target version. Couldn't that be the cause of the problem, knowing that version 6 was not to be used for mobile deployment?
Couldn't that be the cause of the problem, knowing that version 6 was not to be used for mobile deployment?
It should fail to build or crash the application on launch, but you mentioned the engine hangs on the installation step so it looks like building finished but it never got to launch the application.
Godot version
v4.2.stable.mono.official [46dc27791]
System information
Godot v4.2.stable.mono - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
Using remote debug, the process halt halfway through after which the whole engine needs to be force quitted.
Steps to reproduce
Minimal reproduction project
Archive.zip