• Building
  • iOS signing is failing + Xcode linker can't find proper architecture library

I'm probably doing something wrong, but I'm stuck several days already. I'm windows developer and have very rough experience with OSX and iOS development.

Godot 3.4.1. Big Sur 11.5.2. Xcode 13.1.

Trying to get the ipa for TestFlight (I need a release build) from Godot I'm getting this:

note: Build preparation complete note: Building targets in parallel error: conn has conflicting provisioning settings. conn is automatically signed, but code signing identity Apple Developer has been manually specified. Set the code signing identity value to "Apple Development" in the build settings editor, or switch to manual signing in the Signing & Capabilities editor. (in target 'conn' from project 'conn') ARCHIVE FAILED

Running the generated project from Xcode I'm even unable to link it:

ld: warning: ignoring file /Users/XXXXX/Library/Developer/Xcode/DerivedData/XXXXX/Build/Products/Release-iphonesimulator/libgodot.a, building for iOS Simulator-arm64 but attempting to link with file built for iOS Simulator-x86_64 ld: entry point (_main) undefined. for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

Any idea what I've done wrong? Help very appreciated.

Apple M1 was the cause. Godot 3.4.1 doesn't have a support for the M1. Just upgrade to 3.4.2 and go (it's in beta 3 already).

Godot 3.4.1 doesn't have a support for the M1.

Godot does have native M1 support since 3.3, but rendering was broken on any macOS setup (even Intel) due to the multi-threaded OpenGL flag badly interacting with the graphics driver. This was reverted in 3.4.2, hence rendering being correct again.

PS: 3.4.2.stable has been released, so you don't have to use a beta release anymore.

Wow, that saved me @Calinou . Was going to build for Mac later tonight and I haven't upgraded in a while (everything was working, so I didn't want to press my luck).

Ok, you are right @Calinou . I'm unable to sign the ipa again. The same error even in 3.4.2 stable. I have just one successfuly signed ipa (when upgrading godot+export templates). I believe it's my xcode setup, but I'm clueless again.

Can I un-accept answer?

@damu said: Can I un-accept answer?

I've reset it, when in doubt you can always PM one of us admins or just flag your own post and in the field give the reason for the flag and we will help however we can. Just make the given reason clear so we have a clear idea what it's about.