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Building project (xcworkspace) after installing AppLovinSDK plugin using a Podfile, Xcode gives the error and stops:
Undefined symbols for architecture arm64:
"Object::get_argument_options(StringName const&, int, List<String, DefaultAllocator>*) const", referenced from:
vtable for AppLovinMAXGodotPlugin in libAppLovin-MAX-Godot-Plugin.a[4](AppLovinMAXGodotPlugin.o)
ld: symbol(s) not found for architecture arm64
Expected Behavior
Building project xcworkspace after installing AppLovinSDK plugin using a Podfile is successful.
How to Reproduce
Have a correctly setup iOS project (Bundle Identifier and AppStore Team ID)
Get the AppLovin Plugin from Godot Asset Store.
Export the project to iOS with "AppLovin Plugin" enabled and "Min iOS version" set to 12.0
This gives an "expected" error according to the MAX Godot Plugin Instructions
Create a Podfile (terminal command pod init) in the build project folder containing this text:
source 'https://cdn.cocoapods.org/'
inhibit_all_warnings!
use_frameworks!
target 'YourProjectName' do
# Pods for YourProjectName
pod 'AppLovinSDK'
end
In the Terminal, run the command: pod install --repo-update
Open the new .xcworkspace file in Xcode
Connect your Device
Try to Build the project for it
Reproducible in the demo app?
Yes
Additional Info
I am a bit out of my comfort zone on this one..
I have tried changing target iOS versions here and there.
I have tried changing AppLovingSDK version to an earlier one (12.3.1).
It is obviously connected to the AppLovin Godot plugin, could it be how the Podfile process is working and having a different version of Cocoapods? Or does the AppLoving simply need an update for newest Xcode, newest iOS and newest Godot?
The text was updated successfully, but these errors were encountered:
curlewrasblo
changed the title
Xcode build error "Object::get_argument_options" from ibAppLovin-MAX-Godot-Plugin.a
Xcode build error "Object::get_argument_options" from libAppLovin-MAX-Godot-Plugin.a
Nov 1, 2024
That error normally comes up if the plugin is built from source and the Godot engine headers are not accessible. I would recommending trying again with our new plugin release 1.1.0 from the Asset Store.
MAX Plugin Version
1.03
Godot Version
4.3
Device/Platform Info
Xcode 16.1, AppLovinSDK 13.0.1, Cocoapods 1.15.2, iOS 12+ (device is 17.6.1)
Current Behavior
Building project (xcworkspace) after installing AppLovinSDK plugin using a Podfile, Xcode gives the error and stops:
Expected Behavior
Building project xcworkspace after installing AppLovinSDK plugin using a Podfile is successful.
How to Reproduce
Reproducible in the demo app?
Yes
Additional Info
I am a bit out of my comfort zone on this one..
I have tried changing target iOS versions here and there.
I have tried changing AppLovingSDK version to an earlier one (12.3.1).
It is obviously connected to the AppLovin Godot plugin, could it be how the Podfile process is working and having a different version of Cocoapods? Or does the AppLoving simply need an update for newest Xcode, newest iOS and newest Godot?
The text was updated successfully, but these errors were encountered: