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Godot Build for mac failed silently #25

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Exifs opened this issue Oct 7, 2023 · 9 comments
Open

Godot Build for mac failed silently #25

Exifs opened this issue Oct 7, 2023 · 9 comments

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@Exifs
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Exifs commented Oct 7, 2023

Hey There !

I encounter a silent build failure for macOS only.

image

Any clues ?

ofc the export is working on a macbook.

@asciifaceman
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asciifaceman commented Nov 4, 2023

Mac builds seem broken right now for me as well . I can produce mac builds locally, might be an issue with xplatform builds from ubuntu

@tjlaxs
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tjlaxs commented Nov 5, 2023

I get a very similar thing but with minor differences:
image
And this results with empty build-folder:
image

Tried to drop the Dockerfile base image version to older but didn't seem to help.

The export fails for something like path_p missing from export. This might be different problem and just a configuration issue. But the errors are similar and the build resulting to Success is pretty annoying.

@tjlaxs
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tjlaxs commented Nov 13, 2023

Found out the problem in my case was that you can only build Godot project on linux with ".zip" ending, so when the name parameter for the action is changed to "example.zip" it works fine and builds the unnotarized unsigned executable that is blocked in Gatekeeper but works fine.

@tjlaxs
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tjlaxs commented Nov 13, 2023

By the screenshot I would guess you are running also the linux docker image and I'm guessing you use ".dmg" or something like that as the error is complaining Xcode missing which you only get with Apple machines probably. So I would guess that to get the real images you need a build pipeline to be run on Apple machines.

@l0u1sg
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l0u1sg commented Nov 16, 2023

I have the same issue right now. Here's my yml workflow file :

jobs:
  Godot:
    runs-on: ubuntu-latest
    strategy:
      matrix:
        platform:
          - name: Windows
            file: game.exe
          - name: MacOS
            file: game.zip
          - name: Linux
            file: game.zip
    steps:
      - uses: actions/checkout@v2
        with:
          lfs: true
      - name: Build
        id: build
        uses: manleydev/[email protected]
        with:
          name: ${{ matrix.platform.file }}
          preset: ${{ matrix.platform.name }}
          debugMode: "true"
      - name: Upload Artifact
        uses: actions/upload-artifact@v2
        with:
          name: Client - ${{ matrix.platform.name }}
          path: ${{ github.workspace }}/${{ steps.build.outputs.build }}

Like you say @tjlaxs I put a zip extension for MacOS and Linux. But it seems that the main error is that Xcode command line tools are missing
CleanShot 2023-11-16 at 15 01 03@2x

@tjlaxs
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tjlaxs commented Nov 20, 2023

Just guessing here, but the first step is "1. In Godot create export templates for linux, windows, and mac. The name of the Windows export would be of type Windows Desktop and have the name windows. For Mac, the name would mac and type Mac OSX. Then for linux, Linux/X11" and I guess these names might be required to be exactly these for some reason.

@l0u1sg
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l0u1sg commented Nov 20, 2023

Yep but that's not the problem. At least I think so, I've adapted my configuration on Godot according to the name in the CI, but it doesn't change anything (when the name isn't right, it doesn't compile at all).

@l0u1sg
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l0u1sg commented Jan 31, 2024

Any update on this ?

@joshandersn
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same problem here Code signing: Xcode command line tools are not installed.

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5 participants