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[FEATURE] Ability to use godot-admob-ios with headless github actions #110

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microlancer opened this issue Feb 5, 2025 · 1 comment
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enhancement New feature or request

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@microlancer
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Is your feature request related to a problem? If so, please describe.

Here is an empty Godot 4.3 test project. It has two branches:

The master branch builds an iOS .ipa file with no issues.

The with-admob branch fails because it can't link Google-Mobile-Ads-SDK, GoogleUserMessagingPlatform, and Pods_empty_test.

What feature or improvement would you like to see?

It would be great if there was a way to have the with-admob branch also build the same .ipa file.

I tried modifying the .xcconfig files and .pbxproject files to change the dependencies such that we can emulate the same steps shown on the website here where you would choose Add all pods and then choose Do not embed but how that translates into the build files is a mystery to me.

If anyone can provide some insight, that would be great.

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@microlancer microlancer added the enhancement New feature or request label Feb 5, 2025
@gumaciel
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gumaciel commented Feb 5, 2025

Hey @microlancer thank you for your efforts to make the build automatic by Github Actions, this is very important!

However, I also don't know how the translations work.

But try the following, just for testing:

  • Before you do this:
    Image

Do this:

  1. With your project exported:

  2. Do a git init

  3. git add .

  4. `git commit -m "first commit"

  5. After you commit the changes of your first commit, execute the script

chmod +x update_and_install.sh
./update_and_install.sh
  1. Do a git add . and then git commit -m "install pods by script"
  2. After you do the second commit, manually add the pods
  3. Do a git add . and then git commit -m "adding pods manually"
  4. Analyse the commits, especially the two last commits, this may show you the difference and you may see how this is done by Xcode when you manually add the pods

Important: Do not create any .gitignore


Unfortunately, the way of adding the pods manually shouldn't be necessary, but somehow with the Godot project, it is :(

I think the file you will need to check is: .pbxproj

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