Closed ahoffman1 closed 11 months ago
Hi @ahoffman1 try to export the game without our plugin to see if the error still happens
It exports and runs correctly with the AdMob plugin disabled
Hi again, Any update on this issue? Thanks
Hi @ahoffman1 , in this weekend I will try to generate a build to you test, or you can try to build your own
If you could build it this weekend that would be great, thank you!
@ahoffman1 please test it: https://github.com/Poing-Studios/godot-admob-ios/releases/download/v2.1.2/ios-template-v4.1.1.zip
it is attached on: https://github.com/Poing-Studios/godot-admob-ios/releases/tag/v2.1.2
and generated by this action job: https://github.com/Poing-Studios/godot-admob-ios/actions/runs/5708052942/job/15465342464
@gumaciel exporting with AdMob disabled successfully exports, but with it enabled I get this now:
try to export in another folder and re-download everything again
It works, thank you! It exports and launches fine. One issue -- how can I add the test devices via the plugin? Like this: https://developers.google.com/admob/ios/test-ads#add_your_test_device_programmatically It's requiring a test device identifier to show test ads
currently it's not possible but if you mark "is_real" to false on Editor, it should set the test device identifier into the phone that is running
on the refactoring which i'm doing you will be able to do it and a lot other things, please wait: #45
closing the issue since it works for you
Godot version
4.1.1
Plugin version
v2.1.2
Phone information
iPhone 13
Issue description
After exporting the project, XCode refuses to build and throws the error: Undefined symbol: ClassDB::bind_methodfi(unsigned int, MethodBind*, MethodDefinition const&, Variant const**, int)![error](https://github.com/Poing-Studios/godot-admob-ios/assets/1356757/5d288dcd-4cae-418c-9bca-fe08169bfdfe)
Does the plugin just need to be updated? If so, when will the 4.1.1 version be released?
Steps to reproduce
Additional context
No response