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[FEATURE] Make it mandatory to use Cocoapods for better distribution of the build #30

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Tracked by #45
gumaciel opened this issue Oct 1, 2022 · 2 comments
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Tracked by #45
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enhancement New feature or request
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@gumaciel
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gumaciel commented Oct 1, 2022

Is your feature request related to a problem? Please describe.
Related to #11 and godotengine/godot-proposals#4758

Describe the solution you'd like
Ask to the user to config the exported project as Cocoapods

@gumaciel gumaciel added the enhancement New feature or request label Oct 1, 2022
@gumaciel gumaciel self-assigned this Oct 1, 2022
@gumaciel gumaciel moved this to Backlog in Godot AdMob Oct 1, 2022
@gumaciel gumaciel added this to the v2.2.0 milestone Oct 1, 2022
@gumaciel
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Should be done on #45

@gumaciel
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gumaciel commented Jun 24, 2023

It seems to be technically unfeasible, when trying to use Cocoapods in the project exported by Godot, errors occur saying that the class cannot be found, the only way is to manually add the .xcframework
Captura de Tela 2023-06-23 às 19 33 19

But we can still use Cocoapods to make it easier to manage the development, because we can define the version and then generate the .zip with the necessary .xcframework, so the end user will not need to use Cocoapods

Edit: Cocoapods seems to work in the project exported by Godot, looks like a bug with my Xcode on the initial attempts

@gumaciel gumaciel closed this as not planned Won't fix, can't repro, duplicate, stale Jun 24, 2023
@github-project-automation github-project-automation bot moved this from Backlog to Done in Godot AdMob Jun 24, 2023
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