Warning: module 'admob' uses a deprecated `can_build` signature in its config.py file, it should be `can_build(env, platform)`.
Warning: module 'share' uses a deprecated `can_build` signature in its config.py file, it should be `can_build(env, platform)`.
In all modules, obsolete functions are used. Why not fix it? It takes a few minutes.
before
def can_build(plat):
return plat == "iphone" or plat == "android"
I would also suggest modular compilation for the iPhone, and maybe this might work for the android. Further reducing compilation time and testing time.
Now, if I change the modules - it takes a very long link and assembly
for example, you can take modules/arkit or modules/camera
SCsub:
Import('env')
Import('env_modules')
env_my_modules = env_modules.Clone() ##create new module
if (env["platform"] == "iphone"):
modules_sources = [] ##create array source files
env_my_modules.add_source_files(modules_sources, "*.cpp") ##add all CPP
env_my_modules.add_source_files(modules_sources, "ios/src/*.mm") ##add all MM
mod_lib = env_modules.add_library('#bin/libgodot_my_module' + env['LIBSUFFIX'], #add lib
modules_sources)
119 corrects this issue for Godot 3, but when building for Godot 2 the call to can_build fails the build. Essentially the Godot 2 source expects the signature can_build(platform), whereas the Godot 3 source expects can_build(env, platform). This change was applied to the 2.1.X branch also.
OS target (Android/iOS): All
Godot version: 3.2+
Issue description:
In all modules, obsolete functions are used. Why not fix it? It takes a few minutes.
before
after
I would also suggest modular compilation for the iPhone, and maybe this might work for the android. Further reducing compilation time and testing time. Now, if I change the modules - it takes a very long link and assembly
for example, you can take modules/arkit or modules/camera SCsub:
in console iphone after build
Copy file to template directory