Errors when running on iOS

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:bust_in_silhouette: Asked By avnih

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

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

avnih | 2021-05-01 17:58

:bust_in_silhouette: Reply From: JayFi

Did you ever find an answer to this problem? I am having the same problem in good 3.5.1 and have not yet discovered a workaround.