Tom Bazarnik

Results 19 comments of Tom Bazarnik

May be solved by this PR (at least for Mac exports) : https://github.com/godotengine/godot/pull/33447

Successfully built static library `*.a` with `aarch64-apple-ios` toolchain and `cargo-lipo` in https://github.com/tommywalkie/sample-godot-rust-app/commit/483f6903b087670437d48a105a9ae50fa6561f78. The next part is exporting via Godot, which requires a few fields. ![image](https://user-images.githubusercontent.com/16148332/82239797-a80f9300-9939-11ea-84f7-2b040edbb6fa.png) These fields can be found...

Apple Team ID can be apparently found in Apple account which needs to be upgraded into Apple Developer account, by enrolling into Apple Developer Program and setting up [two-factor authentication](https://support.apple.com/en-us/HT204915)...

> If that were the problem... An Apple Developer Account costs about 120 USD yearly. And even if you were able to export to an iOS app archive, you can...

Updated issue summary to reflect recent results in https://github.com/tommywalkie/sample-godot-rust-app/commit/441b1a4f725e1cf534ac16f79295b955e62617d6 and encountered caveats.

Very interested to the `godot-rust` book project ! I mostly agree with the mentionned **Topics that should be covered**, I'll just list a few things that comes first to my...

On a side note, some recent studies in https://github.com/tommywalkie/sample-godot-rust-app/issues/17 could lead to a possible successful **iOS** build/export. **TL;DR** : The catch here is I need to enroll into Apple Developer...

@toasteater I left the article link mainly for the “_free tier_” subject through.

@milkvolleyball I don't think this will be adequate. GDScript and C# are primarily supported by Godot. GDNative integrations are community projects (iirc). Plus, the official Godot docs would need to...