Marius Seufzer
Marius Seufzer
Is there a workaround for Godot 4? I have the same issue for iOS exports in my GitHub Actions pipeline.
@bend-n Hmm I don't know if I like including the .import folder. Also I realised some nodes, like `NavigationRegion3D`, are missing e.g. their navigation mesh if I clone the project...
For anyone who is still experiencing issues when trying to export with headless without an existing `.godot/` folder (after #73595): My workaround is to just run the export command twice....
@adamscott done ✅
@bruvzg Yeah it only occurs on smaller screens. As mentioned in the PR: > On an iPhone 11 and iPhone 11 Pro the game renders fine, but on an iPhone...
@bruvzg I couldn't spot any interesting error messages. Can I somehow log the screen size Godot gets from iOS? To check if it actually knows the correct screen size.
Update: The screen size and DPI reported by `DisplayServer` are completely wrong. On an iPhone 12 Mini: `DisplayServer.screen_get_size()` returns `(750, 1624)` `DisplauServer.screen_get_dpi()` returns `401` The correct values, for an iPhone...
`2.88000011444092`
And `DisplayServer.screen_get_usable_rect` returns `[P: (0, 0), S: (750, 1624)]`
Found it! (In `device_metrics.m`) Working on a fix...