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Xcode build error "Object::get_argument_options" from libAppLovin-MAX-Godot-Plugin.a #37

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curlewrasblo opened this issue Nov 1, 2024 · 4 comments
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@curlewrasblo
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MAX Plugin Version

1.03

Godot Version

4.3

Device/Platform Info

Xcode 16.1, AppLovinSDK 13.0.1, Cocoapods 1.15.2, iOS 12+ (device is 17.6.1)

Current Behavior

Building project (xcworkspace) after installing AppLovinSDK plugin using a Podfile, Xcode gives the error and stops:

Undefined symbols for architecture arm64:
  "Object::get_argument_options(StringName const&, int, List<String, DefaultAllocator>*) const", referenced from:
      vtable for AppLovinMAXGodotPlugin in libAppLovin-MAX-Godot-Plugin.a[4](AppLovinMAXGodotPlugin.o)
ld: symbol(s) not found for architecture arm64

Expected Behavior

Building project xcworkspace after installing AppLovinSDK plugin using a Podfile is successful.

How to Reproduce

  1. Have a correctly setup iOS project (Bundle Identifier and AppStore Team ID)
  2. Get the AppLovin Plugin from Godot Asset Store.
  3. Export the project to iOS with "AppLovin Plugin" enabled and "Min iOS version" set to 12.0
  • This gives an "expected" error according to the MAX Godot Plugin Instructions
  1. Create a Podfile (terminal command pod init) in the build project folder containing this text:
source 'https://cdn.cocoapods.org/'

inhibit_all_warnings!
use_frameworks!

target 'YourProjectName' do
  # Pods for YourProjectName
  pod 'AppLovinSDK'
end
  1. In the Terminal, run the command: pod install --repo-update
  2. Open the new .xcworkspace file in Xcode
  3. Connect your Device
  4. Try to Build the project for it

Reproducible in the demo app?

Yes

Additional Info

I am a bit out of my comfort zone on this one..
I have tried changing target iOS versions here and there.
I have tried changing AppLovingSDK version to an earlier one (12.3.1).
It is obviously connected to the AppLovin Godot plugin, could it be how the Podfile process is working and having a different version of Cocoapods? Or does the AppLoving simply need an update for newest Xcode, newest iOS and newest Godot?

@curlewrasblo curlewrasblo added the bug Something isn't working label Nov 1, 2024
@curlewrasblo curlewrasblo changed the title Xcode build error "Object::get_argument_options" from ibAppLovin-MAX-Godot-Plugin.a Xcode build error "Object::get_argument_options" from libAppLovin-MAX-Godot-Plugin.a Nov 1, 2024
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github-actions bot commented Dec 2, 2024

This issue is stale because it has been open for 30 days with no activity.

@github-actions github-actions bot added the stale This isue has been inactive label Dec 2, 2024
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github-actions bot commented Dec 8, 2024

This issue was closed because it has been inactive for 5 days since being marked as stale.

@github-actions github-actions bot closed this as not planned Won't fix, can't repro, duplicate, stale Dec 8, 2024
@christophercong christophercong self-assigned this Dec 20, 2024
@github-actions github-actions bot removed the stale This isue has been inactive label Dec 21, 2024
@christophercong
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Hi @curlewrasblo, do you still having this issue?

That error normally comes up if the plugin is built from source and the Godot engine headers are not accessible. I would recommending trying again with our new plugin release 1.1.0 from the Asset Store.

@curlewrasblo
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@christophercong Just updated the latest version of the Godot AppLovin plugin from the AssetStore to v1.1, and I got further than before (it builds) but there are still issues I hope you can help with.

First of all, are the README instructions for how to use the iOS plugin up-to-date?

I've followed them like before but I still do get errors. However they are different depending on if I export the Godot project to Debug or Release.

DEBUG:

  1. I export to Debug, the export "fails" as it should.
  2. I create a Pod-file, put your updated example in here and change it to my project. I do however skip the part using "plugin_path = Pathname.new('Source/iOS/AppLovin-MAX-Godot-Plugin.xcodeproj')" as I'm not building the plugin myself?
  3. I open the workspace and can build the project.
  4. Crash during runtime when running "AppLovinMAX.initialize(SDK_KEY, init_listener)" (I noticed I don't give an array with ad_unit_identifiers as the third parameter here which it takes as optional)

The error message is: "ERROR: FATAL: Index p_index = -3 is out of bounds (size() = 0).
at: get (godot/core/templates/cowdata.h:205)"

RELEASE:

  1. The same
  2. The same
  3. Can't build the project to the phone in Xcode, I get two error messages.

"Undefined symbol: D_METHODP(char const*, char const* const**, unsigned int)"
"Undefined symbol: ClassDB::bind_methodfi(unsigned int, MethodBind*, bool, MethodDefinition const&, Variant const**, int)"
when trying
AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64]3

This is my latest attempt at getting this to work. Any advice or help would be appreciated.

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