Closed elijah-semyonov closed 2 months ago
Following from here: https://migueldeicaza.github.io/SwiftGodotDocs/documentation/swiftgodot/workinginvscode/#Windows
Key things are: ensuring the lib/dep targets are windows.debug_x86_64
, that you copy the Swift runtime files - which may not be in the stated location if you use WinGet or Scoop to install Swift - use where swift
on the command line to get it's location and copy the runtime dll's into your Godot projects /bin
. You do not need to rename your files with the ~
in front of them either.
Can confirm that the Simple Runner tutorial works on Windows
I've made a mistake and copied wrong Swift DLLs (not from Runtime folder). Procmon showed, that they were resolved correctly, but in the end Godot couldn't link it. Now everything works, thanks.
Hey!
Thanks for awesome work. Everything works spectacular on macOS so far, but when it comes to Windows, everything builds well not counting the warning like:
When I actually try to bind the resulting
dll
in the same way I do on macOS I end up with really awkward error:It seems like it has something to do with this piece of code judging by
~
in front of the dll filename in Godot itself. But I really struggle to figure out what the actual problem is.I've used Procmon to see if there is actually a problem with some of DLLs not being resolved correctly, but this wasn't the case.
Both
example_library.dll
andSwiftGodot.dll
are in the bin folder.The sources is just an example code with
SpinningCube
. I'm using the official 4.2.1 release of Godot.