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I've exported an iOS build using Godot 4.3 Stable following the steps/instructions provided by AppLovin on github, however I'm running into 2 build errors that I'm not sure how to solve:
Undefined symbols for architecture arm64: D_METHODP(char const, char const const**, unsigned int)", referenced from: AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64][3](AppLovinMAXGodotPlugin.o)
and
Undefined symbols for architecture arm64: ClassDB::bind_methodfi(unsigned int, MethodBind*, bool, MethodDefinition const&, Variant const**, int)", referenced from: AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64][3](AppLovinMAXGodotPlugin.o)
Under each one the: AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64][3](AppLovinMAXGodotPlugin.o)
is repeated over and over because there are many it cannot find.
How can I fix this?
The text was updated successfully, but these errors were encountered:
I've exported an iOS build using Godot 4.3 Stable following the steps/instructions provided by AppLovin on github, however I'm running into 2 build errors that I'm not sure how to solve:
Undefined symbols for architecture arm64: D_METHODP(char const, char const const**, unsigned int)", referenced from: AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64][3](AppLovinMAXGodotPlugin.o)
and
Undefined symbols for architecture arm64: ClassDB::bind_methodfi(unsigned int, MethodBind*, bool, MethodDefinition const&, Variant const**, int)", referenced from: AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64][3](AppLovinMAXGodotPlugin.o)
Under each one the:
AppLovinMAXGodotPlugin::_bind_methods() in libAppLovinMAXGodotPlugin.a[arm64][3](AppLovinMAXGodotPlugin.o)
is repeated over and over because there are many it cannot find.
How can I fix this?
The text was updated successfully, but these errors were encountered: