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problem compiling for android on mac #1452
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help appreciated as i dont have a mac On Fri, Feb 27, 2015 at 5:56 PM, blubee notifications@github.com wrote:
OkamStudio |
I am researching to see how I can create a static library on mac but any additional help would be appreciated as well. |
ah i think i know the problem... open platform/android/detect.py you will see an if: if env['PLATFORM'] == 'win32': import methods you should add below, i think the following: if env['PLATFORM'] == 'check which one is for the mac´ : env['SHLIBSUFFIX'] = '.so' and it will work On Fri, Feb 27, 2015 at 5:58 PM, blubee notifications@github.com wrote:
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does it load on android if you rename it to .so? On Fri, Feb 27, 2015 at 10:04 PM, Juan Linietsky notifications@github.com
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Updating the code in detect.py the filename comes out as .so but still getting crash on android. Brother:bin blubee$ otool -L libgodot.android.opt.debug.so Output [edit] |
If you compile for android , rename the .dynlib to .so and use it. This works i've tested this. |
What's the status on this issue? There seems to be a need to enforce ".so" extension (for all platforms I guess?), but is it all that is needed to solve this? |
When trying to compile godot for android from a mac, mac creates .dylib files that break when you try to load the android app.
A few references on the issue
http://stackoverflow.com/questions/5259249/creating-static-mac-os-x-c-build
http://stackoverflow.com/questions/3304095/how-to-point-scons-to-a-different-compiler-installed-in-my-home-directory
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