[BUG?] Why is Godot 3.1 iOS builds requiring the Microphone permission key set in the plist?
Just joined Godot and the Forum. I had a quick look at exporting a test project to iOS 12 after installing the required templates. I noticed XCode reports that I need to set the value of the NSMicrophoneUsageDescription key for allowing the end user to access the Microphone. Let's not get into detail for enabling the key as that's not the point. This looks to be a bug (feature) ?
At first I thought the problem might have something to do with how Godot uses AVFoundation framework but nothing immediately stood out when I browsed the source. I didn't see any Capture or Record calls to AVAudioSessions for example.
Has anyone experienced this issue?
Note I was recently bumped up to High Sierra for macOS to get XCode 10.1 installed.