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App hangs on splash screen when running on iOS simulators #96478

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RocketRonz opened this issue Sep 2, 2024 · 2 comments
Open

App hangs on splash screen when running on iOS simulators #96478

RocketRonz opened this issue Sep 2, 2024 · 2 comments

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@RocketRonz
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Tested versions

4.3.stable.mono

System information

Godot v4.3.stable.mono - macOS 14.6.1 - GLES3 (Compatibility) - Apple M2 - Apple M2 (8 Threads)

Issue description

After exporting the project in Compatibility mode, running the generated Xcode project on the iPhone 13 (and iPhone 15) simulator causes the app to hang on the Godot splash screen. The following error occurs in libsystem_platform.dylib

Thread 4: EXC_BAD_ACCESS (code=2, address=0x1070d0000)

I have no problem running exports on an actual device but I really need to test on different screen sizes, particularly on devices where the safe area needs to be considered. I'm at the stage where my game is ready to be submitted for review and fixing any device specific issues would be far easier if I could use the simulators.

Steps to reproduce

Reproducible with a minimal Godot project.
No code, just a single Node2D scene containing a ColorRect.

Minimal reproduction project (MRP)

N/A

@RocketRonz
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Have tried with the latest dev build (4.4-dev2) and still no joy with the Xcode simulators :(

@biologicpro
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biologicpro commented Oct 20, 2024

i am in same situation too, plus i also build myself the lastest commit 44fa55, which contains the code states in
the Merge pull request #97142 from SheepYhangCN/master, which i believe this is all due to vulkan
issue .
godot_playground.zip

this is the literally the new created project file, with ios export, the app stucks on :

AddInstanceForFactory: No factory registered for id <CFUUID 0x600000280120> F8BB1C28-BAE8-11D6-9C31-00039315CD46
ERROR: AudioOutputUnitStart failed, code: -50
at: start (drivers/coreaudio/audio_driver_coreaudio.cpp:256)
Godot Engine v4.4.dev3.official.f4af8201b - https://godotengine.org
Setting up an OpenGL ES 3.0 context.

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