Closed JacobSyndeo closed 3 months ago
The "Generator/default_value" are just a message for me, it is a reminder that I have to support a handful of additional things.
What is surprising is that you are triggering Rosetta, as this should be a fully native build, I am confused as to how this could end up this way. There should be no need to run Rosetta at all, which would indicate that you have some Intel code being emulated.
Went down a bit of a rabbit hole here… as it turns out, that bit in my first message about the Fish shell running via Rosetta was a sign.
Turns out that my Homebrew installation was still x86_64, as I bought and set up this Mac right as Apple Silicon was launched—before Homebrew was ported over for arm64. Running arch
returned "i386"… clearly not what it's supposed to say. I'll need to migrate my Homebrew installation now.
In the meantime, I tried on a newer Mac and had no issues, SwiftGodot runs great! 👍🏼
So hopefully this can help anyone else who arrives here via a web search for that Rosetta error: Make sure you're not accidentally using Intel binaries anywhere in the stack—double-check by running arch
!
And thanks @migueldeicaza (and other contributors) for building and maintaining this project! You're doing the Swift and Godot communities a great service here; I'm really excited to build with it.
Describe the bug I'm having some trouble compiling when following the "Meet Swift Godot" tutorial, as well as when running
make
on a fresh SwiftGodotKick project. The same error appears in both cases, specifically:external macro implementation type 'SwiftGodotMacroLibrary.GodotMacro' could not be found for macro 'Godot'
Suspicious areas of the logs:
Generator/default_value: no support for [Variant] = 0
4 times, followed byGenerator/default_value: no support for [typedarray::RDPipelineSpecializationConstant] = Array[RDPipelineSpecializationConstant]([])
. I'm thinking that the other issues may just be symptoms of whatever is causing this particular error.rosetta error: Failed to open libRosettaRuntime
. However, according to Activity Monitor, I do have an active process running via Rosetta (the Fish shell), so it's not that I don't have Rosetta installed. Something else seems to be wrong.Occam's razor has me supposing that the issue is somewhere on my end, but I'm hoping that someone more knowledgeable with
SwiftGodot
may be able to point me in the right direction here.To Reproduce Steps to reproduce the behavior: Follow the "Meet Swift Godot" tutorial up to Section 3, Step 4
Expected behavior Successful compilation
Screenshots If applicable, add screenshots to help explain your problem.
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Additional context Build log:
Any help would be greatly appreciated!