godot-admob-android: [BUG] Confusion when building for iOS/How AdMob works on iOS

Describe the bug I’ve ran into some issues when trying to build for iOS. This section is confusing me

Copy the library libgodot.iphone.release.fat.a you have downloaded from releases tab inside the exported Xcode project. You must override the '.a' file with "your_project_name", should be like: 'your_project_name.a'.

I’m not sure what it means. I took it to mean I had to copy libgodot.iphone.release.fat.a into the project, and then rename it the name of my project, but that didn’t work, and then I realized there was already a my_project_name.a in the project.

If I don’t copy libgodot.iphone.release.fat.a into my project, it builds and runs (although it doesn’t currently work), but if I add libgodot.iphone.release.fat.a I get compiler errors about duplicate symbols.

However, if I remove my_project_name.a from the directory, it complains about it missing. I tried removing my_project_name.a, and renaming libgodot.iphone.release.fat.a into my_project_name.a, but that leads build errors with some of the Google frameworks.

At this point I’m just unsure about what exactly I’m supposed to be doing with libgodot.iphone.release.fat.a and my_project_name.a

To Reproduce Steps to reproduce the behavior: Just try and build iOS as described.

Smartphone (please complete the following information):

  • Device: iPhone 7
  • Xcode: 11.2.1
  • iOS Version: 13.3

About this issue

  • Original URL
  • State: closed
  • Created 3 years ago
  • Comments: 19 (12 by maintainers)

Most upvoted comments

I must still need to upgrade something, it’s possible I’m a few versions back, because I don’t even have AppTrackingTransparency available as a linkable binary. Will have to get back to this later tonight. Thanks again for all the help!