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  • Unwanted Godot Camera usage (iOS) causes App rejection

Godot wants to access the camera even tough I am not using it. If I try to publish the game Apple rejects it because the "NSCameraUsageDescription key " is missing.

If I enter a key the App crashes at startup. If I do not enter a key the App works fine but is rejected after the upload process.

Is there any way to stop Godot from using the Camera?

I have not done too much iOS development myself, so I do not know right off. Looking at this potentially related GitHub issue, it seems it might be a bug in Godot 3.1. Maybe try Godot 3.2 and see if that fixes the issue? If not, then it might not be a bad idea to open a GitHub issue (assuming there are no open issues for this behavior).

(Side note: welcome to the forums)

Thank you for your quick answer. I have opened a new issue on GitHub. I am already using Godot 3.2 (Alpha and Beta). Godot 3.1 stable was crashing when the app was closed/suspended (known issue- apparently fixed in 3.1.2) and I can't revert to 3.1 because Godot somehow does not recognize my tscn files after they have been opened/saved in 3.2.

Unfortunately there seems to be now way for me to publish my app until the issue is fixed. I would be really grateful for any help.

13 days later

I'd be interested to know if this was ever fixed, or if there is a workaround.

I assume this is related:

https://godotengine.org/article/dev-snapshot-godot-3-2-beta-3

Update 2019-12-04 @ 20:30 UTC: I've been notified that the iOS Camera and ARKit optional libraries are missing from the export templates. I will reuploaded fixes templates as soon as possible.

Update 2019-12-04 @ 21:10 UTC: Here's an extra templates package with only the fixed iOS templates. You can install manually after having installed the original package with all templates, see instructions. The original .tpz has not been replaced yet as many are downloading it right now, I will replace it tomorrow morning.

edit: meant to add this quote from the page too:

For iOS, the addition of ARKit support by Bastiaan Olij a few months back caused unexpected issues, as the code added to handle the device's camera is flagged as sensitive when uploading games to the App Store, so users were forced to require camera permissions even if not using ARKit or the camera. Thanks to bruvzg, the Camera and ARKit modules are now opt-in when exporting an iOS project, and their relevant code will only be linked in Xcode if it's requested.

Cool. I hope that is the solution, thanks for the quick update.

forgot to quote the most important bit in the previous post, see edit above.