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Unable to finish "hello world" tutorial - "does not have a library for current platform" #742
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Doing a bit more fiddling around, I found this quick guide that showed me I might have had the dynamic library added incorrectly. However, I did seem to find something similar to an issue I had with a separate godot tool The error logs seem to suggest that the current architecture is not there or available. |
I'd imagine that if you're running a x86_64 version of Godot through Rosetta, it'll be looking for a dynamic library built for x86_64. Unfortunately, I don't have a M1 Mac to try this out locally. You're on your own here. |
They have the same problem in godot-cpp, maybe you can have a look: godotengine/godot-cpp#529 Also interesting: godotengine/godot#47355 |
Thanks for the update. Seems everyone is learning and having to adapt to the new ARM stuff. I'll try to run the following and see if that's a good workaround Seems the rust guys are trying to add M1 to the list of keychains, they seem to have a build going https://github.com/shepmaster/rust/blob/silicon/silicon/README.md |
I'm going to guess that per @toasteater 's comment, that since it and M1 and I didn't specify any build targets or goals, it built to the default. So if Godot needs an x86_64 then the idea might be to tell |
Per Default host: x86_64-apple-darwin
rustup home: /Users/mercanuis/.rustup
installed toolchains
--------------------
stable-x86_64-apple-darwin
nightly-x86_64-apple-darwin (default)
active toolchain
----------------
nightly-x86_64-apple-darwin (default)
rustc 1.54.0-nightly (8cf990c9b 2021-05-15) |
file $(which rustup)
/Users/mercanuis/.cargo/bin/rustup: Mach-O 64-bit executable x86_64 so it looks like that Rust is using the x86_64 build, which means it should work with the Godot version yes? I installed Godot via |
I hunted down the issue. It looks like the root cause was that per what @toasteater said, the presumption was that Godot was running off rosetta. turns out, the flag to tell MacOS to run Godot with Rosetta was turned off. So the actual issue was a reverse of what we thought: that it was Godot running arm and not Rust I think we can close the issue now if we want. Thanks to @toasteater and @Bromeon for their help and patience |
Glad to hear that! This should probably be mentioned in the user guide. Tracking issue: godot-rust/book#27 |
Computer: M1 MacbookPro
Godot: v3.3.stable.offical
running the tutorial I am unable to seem to run the project
Screen shots seem to suggest that either
I have the attached screen shots,
cargo build
runs fine and the library bin seems fineThe text was updated successfully, but these errors were encountered: