Open Exifs opened 1 year ago
Mac builds seem broken right now for me as well . I can produce mac builds locally, might be an issue with xplatform builds from ubuntu
I get a very similar thing but with minor differences: And this results with empty build-folder:
Tried to drop the Dockerfile base image version to older but didn't seem to help.
The export fails for something like path_p missing from export. This might be different problem and just a configuration issue. But the errors are similar and the build resulting to Success is pretty annoying.
Found out the problem in my case was that you can only build Godot project on linux with ".zip" ending, so when the name parameter for the action is changed to "example.zip" it works fine and builds the unnotarized unsigned executable that is blocked in Gatekeeper but works fine.
By the screenshot I would guess you are running also the linux docker image and I'm guessing you use ".dmg" or something like that as the error is complaining Xcode missing which you only get with Apple machines probably. So I would guess that to get the real images you need a build pipeline to be run on Apple machines.
I have the same issue right now. Here's my yml workflow file :
jobs:
Godot:
runs-on: ubuntu-latest
strategy:
matrix:
platform:
- name: Windows
file: game.exe
- name: MacOS
file: game.zip
- name: Linux
file: game.zip
steps:
- uses: actions/checkout@v2
with:
lfs: true
- name: Build
id: build
uses: manleydev/build-godot-action@v1.5.0
with:
name: ${{ matrix.platform.file }}
preset: ${{ matrix.platform.name }}
debugMode: "true"
- name: Upload Artifact
uses: actions/upload-artifact@v2
with:
name: Client - ${{ matrix.platform.name }}
path: ${{ github.workspace }}/${{ steps.build.outputs.build }}
Like you say @tjlaxs I put a zip extension for MacOS and Linux. But it seems that the main error is that Xcode command line tools are missing
Just guessing here, but the first step is "1. In Godot create export templates for linux, windows, and mac. The name of the Windows export would be of type Windows Desktop and have the name windows. For Mac, the name would mac and type Mac OSX. Then for linux, Linux/X11" and I guess these names might be required to be exactly these for some reason.
Yep but that's not the problem. At least I think so, I've adapted my configuration on Godot according to the name in the CI, but it doesn't change anything (when the name isn't right, it doesn't compile at all).
Any update on this ?
same problem here Code signing: Xcode command line tools are not installed.
Hey There !
I encounter a silent build failure for macOS only.
Any clues ?
ofc the export is working on a macbook.