0 votes

After exporting to iOS, I'm running the game on a physical test device (iPhone 11). I'm getting a bunch of errors in the xcode runtime log. Does anybody have a clue what they mean?

*********** main.m
running app main
Path: /var/containers/Bundle/Application/XXXXXXXX-88E4-4D90-B7AA-XXXXXXXX/escapelabios.app
godot_iphone /var/containers/Bundle/Application/XXXXXXXX-88E4-4D90-B7AA-XXXXXXXX/escapelabios.app/escapelabios
cwd /private/var/containers/Bundle/Application/XXXXXXXX-88E4-4D90-B7AA-XXXXXXXX/escapelabios.app
os created
setting data dir to /var/mobile/Containers/Data/Application/XXXXXXXX-2E50-411F-9738-XXXXXXXX/Documents from /var/mobile/Containers/Data/Application/XXXXXXXX-2E50-411F-9738-XXXXXXXX/Documents
setup 0
2021-04-30 23:49:34.352481+0700 escapelabios[17326:1826891] Metal GPU Frame Capture Enabled
2021-04-30 23:49:34.352739+0700 escapelabios[17326:1826891] Metal API Validation Enabled
2021-04-30 23:49:34.448035+0700 escapelabios[17326:1826891] Setting up an OpenGL ES 3.0 context. Based on Project Settings "rendering/quality/driver/driver_name"
2021-04-30 23:49:34.451155+0700 escapelabios[17326:1826891] failed to make complete framebuffer object 8cd6
2021-04-30 23:49:34.451315+0700 escapelabios[17326:1826891] Failed to create frame buffer!
******** setting up keyboard input view
******** adding observer for keyboard show/hide
start animation!
2021-04-30 23:49:34.486475+0700 escapelabios[17326:1826891] **ERROR**: AudioOutputUnitStart failed, code: -50
2021-04-30 23:49:34.486526+0700 escapelabios[17326:1826891]    At: drivers/coreaudio/audio_driver_coreaudio.cpp:254:start() - AudioOutputUnitStart failed, code: -50
2021-04-30 23:49:34.493623+0700 escapelabios[17326:1826891] Godot Engine v3.3.stable.official - https://godotengine.org
2021-04-30 23:49:34.500009+0700 escapelabios[17326:1826891] OpenGL ES 3.0 Renderer: Apple A13 GPU
2021-04-30 23:49:34.500930+0700 escapelabios[17326:1826891] fopen failed for data file: errno = 2 (No such file or directory)
2021-04-30 23:49:34.500975+0700 escapelabios[17326:1826891] Errors found! Invalidating cache...
2021-04-30 23:49:34.550574+0700 escapelabios[17326:1826891] OpenGL ES Batching: ON
2021-04-30 23:49:34.663794+0700 escapelabios[17326:1826891] 
2021-04-30 23:49:34.747588+0700 escapelabios[17326:1826891] fopen failed for data file: errno = 2 (No such file or directory)
2021-04-30 23:49:34.747677+0700 escapelabios[17326:1826891] Errors found! Invalidating cache...
2021-04-30 23:49:34.756679+0700 escapelabios[17326:1826891] fopen failed for data file: errno = 2 (No such file or directory)
2021-04-30 23:49:34.756731+0700 escapelabios[17326:1826891] Errors found! Invalidating cache...
2021-04-30 23:49:34.870338+0700 escapelabios[17326:1826891] **ERROR**: No library set for this platform
2021-04-30 23:49:34.870420+0700 escapelabios[17326:1826891]    At: modules/gdnative/gdnative.cpp:291:initialize() - No library set for this platform
Godot version 3.3
in Engine by (121 points)

Reverting to Godot 3.2.3 and unchecking Game Center capability seems to have helped. Not sure if that's the root cause, though.

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