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Intel MOE Plugin 1.4.3 has stopped working with physical devices #5667
Comments
This is most likely something out of our control. As MOE seems to have slowed down, doesn't look like they are updating to keep up with Xcode changes. I suggest that you migrate to MobiVM if possible, it should be relatively painless unless you have a huge amount of bindings. |
So you're saying the error is a result of Xcode updating? Also, who currently maintains the plugin? I had updated it to 1.4.3 a few months ago, and now I'm noticing that there is an update to 1.4.4, which wasn't available then. Would the plugin be getting updates if the actual framework isn't being updated to work with the latest Xcode? |
I am just going off what I see from https://discuss.multi-os-engine.org/. Compatiblity for MOE on that side is out of our control. Apparently there is an unofficial plugin that has been released, perhaps you can try this? As for the latest version of XCoode they support, I'm not entirely sure. But their forum is the best place to find that out. |
Perhaps some members of the community here can give some help or insight @mikemee perhaps? |
I wasn't even aware that somebody has released their own custom plugin. I tried it, but it still failed to run the app on a device. I'll copy my post over to there and see if anyone can point me in the right direction for a fix. |
tvOS requires bitcode which is not supported by MOE anyway. |
@Noisyfox I wasn't aware of that. If somebody were to update the plugin to include bitcode do you think that would be enough to be able to run on AppleTV, or are there other requirements that would also have to be met? |
Seems this is out of our control. We can reopen if that isn't the case. |
Issue details
Intel MOE will not launch on a device if using version 1.4.3 or 1.4.4 of the Jet Brains plugin. Instead, it throws an error saying "Framework Not Found MOE" despite the fact that it will still run fine on a simulator. I have to lower my plugin version from 1.4.3 to 1.4.2 to have my previous running game run on a device again, which is disappointing because I was trying to port it to Apple TV and I need the latest version of the plugin so it copies over the tvos oat files.
Reproduction steps/code
Sample Code Here
Open the project (either in Android Studio or XCode) and try running the ios-moe configuration pointing towards a device and not a simulator. It will result in a Framework Not Found exception looking for MOE. Change the configuration to run on a simulator and the app runs fine. Change the configuration to run on a device again. Lower the moe plugin in the gradle file from 1.4.3 to 1.4.2, then inject/refresh settings. You can now run the project on a device.
Version of LibGDX and/or relevant dependencies
LibGDX Version: 1.9.9
XCode Version: 10.2.1
MacOS: 10.14.5
iPhone SE OS: 12.3.1
Android Studio Versions: 3.4.1 and 3.1.4
Stacktrace
Please select the affected platforms
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