Open waci11 opened 1 week ago
you need to add the SwiftGodotBinary repo to your dependencies instead of adding it as a target.
let package = Package(
name: "TestPlugin",
products: [
.library(name: "TestPlugin", type: .dynamic, targets: ["TestPlugin"])
],
dependencies: [
.package(url: "https://github.com/migueldeicaza/SwiftGodotBinary", from: "0.4.6")
],
targets: [
.target(
name: "TestPlugin",
dependencies: [
.product(name: "SwiftGodot", package: "swiftgodotbinary")
]
)
]
)
hope this helps!
I follow this guide: https://migueldeicaza.github.io/SwiftGodotDocs/tutorials/swiftgodot/your-first-extension But I am not do step3.
Instead of step 3 , I download the xcframework form: https://github.com/migueldeicaza/SwiftGodot/releases/download/0.45/SwiftGodot.xcframework.zip Then i copy it to my project root.
my package.swift:
but I got error : External macro implementation type 'SwiftGodotMacroLibrary.GodotMacro' could not be found for macro 'Godot' in
and error : External macro implementation type 'SwiftGodotMacroLibrary.InitSwiftExtensionMacro' could not be found for macro 'initSwiftExtension(cdecl:types:)' in:
then , I copy SwiftGodotMacroLibrary and SwiftGodotMacro to my project from SwiftGodotBinary(https://github.com/migueldeicaza/SwiftGodotBinary) the error disappear , but get new error:No such module 'SwiftCompilerPlugin'
I want to build a IOS plugin ,but I am not good at programing , So I spent a lot of time repeatedly building and trying . I think use the pre-built SwiftGodot package should be faster then source code . But I couldn't find any helpful documentation or tutorials, and I can not successfully build it . I hope someone can tell me where the problem is.
Mac OS 14.7.1 Xcode 15.4