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  • [Solved] Godot 3.3.2 exporting to iOS issue

When I export the project from Godot 3.3.2, then open the xcode project, I get the following 2 errors. Everything worked when I did it from Godot 3.2.3. What is the problem here

Undefined symbols for architecture x86_64:
  "godot_ios_plugins_deinitialize()", referenced from:
      OSIPhone::finalize() in BounZYX.a(os_iphone.iphone.opt.debug.x86_64.o)
  "godot_ios_plugins_initialize()", referenced from:
      OSIPhone::start() in BounZYX.a(os_iphone.iphone.opt.debug.x86_64.o)
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

It seems the following did the trick: In XCode in the Info tab, the iOS Deployment Target is set to 12.0 by default (by Godot?). Changing this to another option seemed to solve the issue, probably because 12.0 is not one of the choices