build-godot-action icon indicating copy to clipboard operation
build-godot-action copied to clipboard

Godot Build for mac failed silently

Open Exifs opened this issue 1 year ago • 9 comments

Hey There !

I encounter a silent build failure for macOS only.

image

Any clues ?

ofc the export is working on a macbook.

Exifs avatar Oct 07 '23 02:10 Exifs

Mac builds seem broken right now for me as well . I can produce mac builds locally, might be an issue with xplatform builds from ubuntu

asciifaceman avatar Nov 04 '23 18:11 asciifaceman

I get a very similar thing but with minor differences: image And this results with empty build-folder: image

Tried to drop the Dockerfile base image version to older but didn't seem to help.

The export fails for something like path_p missing from export. This might be different problem and just a configuration issue. But the errors are similar and the build resulting to Success is pretty annoying.

tjlaxs avatar Nov 05 '23 13:11 tjlaxs

Found out the problem in my case was that you can only build Godot project on linux with ".zip" ending, so when the name parameter for the action is changed to "example.zip" it works fine and builds the unnotarized unsigned executable that is blocked in Gatekeeper but works fine.

tjlaxs avatar Nov 13 '23 17:11 tjlaxs

By the screenshot I would guess you are running also the linux docker image and I'm guessing you use ".dmg" or something like that as the error is complaining Xcode missing which you only get with Apple machines probably. So I would guess that to get the real images you need a build pipeline to be run on Apple machines.

tjlaxs avatar Nov 13 '23 18:11 tjlaxs

I have the same issue right now. Here's my yml workflow file :

jobs:
  Godot:
    runs-on: ubuntu-latest
    strategy:
      matrix:
        platform:
          - name: Windows
            file: game.exe
          - name: MacOS
            file: game.zip
          - name: Linux
            file: game.zip
    steps:
      - uses: actions/checkout@v2
        with:
          lfs: true
      - name: Build
        id: build
        uses: manleydev/[email protected]
        with:
          name: ${{ matrix.platform.file }}
          preset: ${{ matrix.platform.name }}
          debugMode: "true"
      - name: Upload Artifact
        uses: actions/upload-artifact@v2
        with:
          name: Client - ${{ matrix.platform.name }}
          path: ${{ github.workspace }}/${{ steps.build.outputs.build }}

Like you say @tjlaxs I put a zip extension for MacOS and Linux. But it seems that the main error is that Xcode command line tools are missing CleanShot 2023-11-16 at 15 01 03@2x

l0u1sg avatar Nov 16 '23 14:11 l0u1sg

Just guessing here, but the first step is "1. In Godot create export templates for linux, windows, and mac. The name of the Windows export would be of type Windows Desktop and have the name windows. For Mac, the name would mac and type Mac OSX. Then for linux, Linux/X11" and I guess these names might be required to be exactly these for some reason.

tjlaxs avatar Nov 20 '23 14:11 tjlaxs

Yep but that's not the problem. At least I think so, I've adapted my configuration on Godot according to the name in the CI, but it doesn't change anything (when the name isn't right, it doesn't compile at all).

l0u1sg avatar Nov 20 '23 16:11 l0u1sg

Any update on this ?

l0u1sg avatar Jan 31 '24 08:01 l0u1sg

same problem here Code signing: Xcode command line tools are not installed.

joshandersn avatar May 17 '24 20:05 joshandersn