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[3.x] [tvOS] tvOS Support #58976
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[3.x] [tvOS] tvOS Support #58976
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Without this change it's not possible to build debug binaries for iOS and tvOS platforms.
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Great to see |
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Could we not share the existing xcode |
I don't see a benefit in sharing single project with multiple targets for completely different export profiles that have completely different setting for each platform, plugins system and other stuff. |
Fair enough, we just had quite a few frameworks that are universal and our own workflow is usually out of a single .xcodeproj with multiple build targets instead of multiple .xcodeproj for each platform (iOS, MacOS, tvOS). Seemed like maintaining a single .xcodeproj with multiple build targets might have been easier than 3 separate, (Storyboard, launchscreen, could be shared, or whatever other universal resource or framework). I think the benefit may come from more in the maintenance of the .xcodeproj template in the godot repo itself (upgrade formats with new xcode versions, etc), not necessarily from sharing bundle ids, team ids, etc from a user's perspective. For specific configuration changes to a platform build target, we've always managed to achieve that pretty simple per target. But all-in-all, minor suggestion. |
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@akien-mga is this PR supposed to be added to 4.0 milestone? #58977 is the [4.0] PR. |
@jordo @naithar Is the minor suggestion of keeping only one Would love to be able to support Apple Arcade demands of tvOS as well, when developing for their services. |
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Closing as this PR is abandoned. It can be salvaged if any contributor is interested, though I'll note that Godot 4.x has a better infrastructure now to add a new Apple platform like tvOS alongside iOS and visionOS. And since Apple deprecated OpenGL, time is probably better spent on making sure Godot 4.x with its Metal renderer has good support for those platforms. |
Rework of #45829 and #45830 PRs.
Implements proposal: godotengine/godot-proposals#224
tvOSandiOSplatform uses newUIKitplatform to share functionality and code.UIKIT_ENABLEDflag is used instead ofIPHONE_ENABLED.Export code is from previous PRs:
Mono haven't been ported.
GDNative uses same configuration as iOS platform.
Support plugins that works the same way as iOS, but configuration is using
.gdatvpRelated PRs: godotengine/build-containers#71, godotengine/godot-build-scripts#21 will be reworked for tvOS in future.