Closed gumaciel closed 2 years ago
@naithar I'm trying to do this implementation and i have some doubts, please can you help me?
But when i build for "Any iOS", the build is succeeded
My doubt is: It's correct? Because before the Cocoapods migration the build for "My Mac" was working.
Error is: plugin/admob/src/main/admob.mm:11:9:{11:9-11:44}: fatal error: 'GoogleMobileAds/GoogleMobileAds.h' file not found [1]
Do you know if theres some change to do on the SConstruct to work with Cocoapods?
Btw, the commit of the try of migration is this: https://github.com/Poing-Studios/godot-admob-ios/commit/209ae9225267b988585baf2627bae2e8767a28f1
- It's possible to use Cocoapods with a Godot iOS Plugin?
I haven't tried it myself, but I see no reason why not.
- When i build for "My Mac" it gives me this error
CocoaPods might not be providing framework for MacOS
, but I have no idea.
- The build with Scons is giving me error which i can't fix, i changed this on SConstruct but is not working: 209ae92#diff-d78c5c377c03dd251edc72cdb0ae7d9986fa08361eb392187218f8c670c0bc4eL73-R74
Error is:
plugin/admob/src/main/admob.mm:11:9:{11:9-11:44}: fatal error: 'GoogleMobileAds/GoogleMobileAds.h' file not found [1]
You might be missing /
at the end of .xcframework
, though I'm not sure if it's the source of the issue. Paths also might not be correct, so you have to double check.
@naithar
The error was because of /
at the end of .xcframework
, thank you!
I managed to make CocoaPods work for development, but I couldn't use CocoaPods to export the Godot Game Project to Xcode, it will only work if the user converts the Godot Game Project .xcodeproj
into a CocoaPods project, because I can't make it available to the user download all the .framework
to export, because some frameworks like nanopb
need to be compiled by Xcode, and I can't generate a .framework for the x86_64 simulator, just for arm64.
But no problem, I will continue to provide the latest version of the Google Mobile Ads SDK for the user to download and so it will work the same as it was before, thanks!
Is your feature request related to a problem? Please describe. Using Cocoapods is recommended by the Google AdMob team to use for the reason of being a dependency manager and it is much simpler to download and use in the project besides changing/maintaining/updating the version whenever we want.
Additional context
pod init
to create a Podfile.pod 'Google-Mobile-Ads-SDK'
pod install
to install the Pods