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4.0.3 template with 4.1.1 #51
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Hi @ahoffman1 try to export the game without our plugin to see if the error still happens |
It exports and runs correctly with the AdMob plugin disabled |
Hi again, |
Hi @ahoffman1 , in this weekend I will try to generate a build to you test, or you can try to build your own |
If you could build it this weekend that would be great, thank you! |
@ahoffman1 please test it: https://github.com/Poing-Studios/godot-admob-ios/releases/download/v2.1.2/ios-template-v4.1.1.zip it is attached on: https://github.com/Poing-Studios/godot-admob-ios/releases/tag/v2.1.2 and generated by this action job: https://github.com/Poing-Studios/godot-admob-ios/actions/runs/5708052942/job/15465342464 |
@gumaciel exporting with AdMob disabled successfully exports, but with it enabled I get this now: |
try to export in another folder and re-download everything again |
It works, thank you! It exports and launches fine. One issue -- how can I add the test devices via the plugin? Like this: https://developers.google.com/admob/ios/test-ads#add_your_test_device_programmatically |
currently it's not possible but if you mark "is_real" to false on Editor, it should set the test device identifier into the phone that is running on the refactoring which i'm doing you will be able to do it and a lot other things, please wait: #45 |
closing the issue since it works for you |
Godot version
4.1.1
Plugin version
v2.1.2
Phone information
iPhone 13
Issue description
After exporting the project, XCode refuses to build and throws the error:
Undefined symbol: ClassDB::bind_methodfi(unsigned int, MethodBind*, MethodDefinition const&, Variant const**, int)
Does the plugin just need to be updated? If so, when will the 4.1.1 version be released?
Steps to reproduce
Additional context
No response
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