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The problem is that we were initializating the main loop (SceneTree) when we were supposed to just set it. Which would cascade into a series of issues, including having the EditorNode being flagged as "inside_tree" and having a tree, before it was supposed to. This meant that some code would assume it was fully initialized, when it was not. And this manifested as the project not being scanned for resources, which meant that during the importing, the resources would not match using the uid path, and produce lots of errors. One line fix |
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.. | ||
api | ||
doc_classes | ||
export | ||
app_delegate.h | ||
app_delegate.mm | ||
detect.py | ||
device_metrics.h | ||
device_metrics.m | ||
display_layer.h | ||
display_layer.mm | ||
display_server_ios.h | ||
display_server_ios.mm | ||
godot_app_delegate.h | ||
godot_app_delegate.m | ||
godot_ios.mm | ||
godot_view_renderer.h | ||
godot_view_renderer.mm | ||
godot_view.h | ||
godot_view.mm | ||
ios_terminal_logger.h | ||
ios_terminal_logger.mm | ||
ios.h | ||
ios.mm | ||
joypad_ios.h | ||
joypad_ios.mm | ||
key_mapping_ios.h | ||
key_mapping_ios.mm | ||
keyboard_input_view.h | ||
keyboard_input_view.mm | ||
main.m | ||
os_ios.h | ||
os_ios.mm | ||
platform_config.h | ||
platform_gl.h | ||
README.md | ||
rendering_context_driver_vulkan_ios.h | ||
rendering_context_driver_vulkan_ios.mm | ||
SCsub | ||
tts_ios.h | ||
tts_ios.mm | ||
view_controller.h | ||
view_controller.mm |
iOS platform port
This folder contains the C++, Objective-C and Objective-C++ code for the iOS platform port.
See also misc/dist/ios_xcode
folder for the Xcode
project template used for packaging the iOS export templates.
Documentation
- Compiling for iOS
- Instructions on building this platform port from source.
- Exporting for iOS
- Instructions on using the compiled export templates to export a project.