Skip to content

fix: Add iOS min SDK version link flags #1783

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

Faless
Copy link
Contributor

@Faless Faless commented May 21, 2025

This is required when publishing to the App Store, and consistent with what we already do for the macOS deployment target.

See godotengine/webrtc-native#169

@Faless Faless requested a review from a team as a code owner May 21, 2025 14:34
@Faless Faless added bug This has been identified as a bug platform:ios topic:buildsystem Related to the buildsystem or CI setup labels May 21, 2025
@Faless Faless changed the title fix: Add iOS min SDK version to link flags fix: Add iOS min SDK version link flags May 21, 2025
This is required when publishing to the App Store, and consistent with
what we already do for the macOS deployment target.
@Faless Faless force-pushed the fix/ios_sdk_version_link_flags branch from 2e682a5 to 4879eb7 Compare May 21, 2025 14:34
@Faless
Copy link
Contributor Author

Faless commented May 21, 2025

iOS build process is not linking anything, it's static library, it should not use LINKFLAGS at all.

My understanding was that it's possible to distribute them as dynlib in a signed framework... is that no longer the case?

@bruvzg
Copy link
Member

bruvzg commented May 21, 2025

My understanding was that it's possible to distribute them as dynlib in a signed framework... is that no longer the case?

I have not noticed it's godot-cpp, not the main repo, for godot-cpp it is relevant when building framework (it can be static library as well, but it's an option).

@Faless
Copy link
Contributor Author

Faless commented May 21, 2025

I have not noticed it's godot-cpp, not the main repo, for godot-cpp it is relevant when building framework (it can be static library as well, but it's an option).

Yeah, the reason is that I'm using the shared library in webrtc-native because I don't have a mac, so I can't generate the xcframework plist, which is a binary file and not an XML unlike the one from framework (at least that's the case for all the ones I've found), and I can't trust random users to upload a valid plist.

I'd love to support the static library (which seems to be the preferred method), but I'm not going to buy an Apple device just for that :( .

@bruvzg
Copy link
Member

bruvzg commented May 21, 2025

xcframework plist can be XML as well, here's one from MoltenVK SDK for example (it's just a list of files and target architectures) - https://gist.github.com/bruvzg/54394f35ec02f4f75d7600113df3c1bb

@Faless
Copy link
Contributor Author

Faless commented May 21, 2025

Oh, thank you so much, I've been trying to find an example for soooo long 🤩 ...

I'll open a PR on webrtc-native to switch to use a static library, that should make deploying easier.

@bruvzg
Copy link
Member

bruvzg commented May 21, 2025

plist formats are interchangeable, not sure if there are cross-platform standalone conversion tools (macOS have such tool bundled), but we have code in Godot that's capable of reading both XML and binary plists (but not writing, it only writes XMLs and ASN.1 for signatures) - https://github.com/godotengine/godot/blob/master/core/io/plist.cpp

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug This has been identified as a bug platform:ios topic:buildsystem Related to the buildsystem or CI setup
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants