• RuntimesGodot
  • Can not upload ios app to test flight

vtool -show libspine_godot.ios.template_release
libspine_godot.ios.template_release:
Load command 10
cmd LC_BUILD_VERSION
cmdsize 32
platform IOS
minos 17.5
sdk 17.5
ntools 1
tool LD
version 1053.12
Load command 11
cmd LC_SOURCE_VERSION
cmdsize 16
version 0.0

Your dev team compile the dylib with ios sdk 17.5 and do not set the miphoneos-version-min=12.0 in SConstruct。So when we upload the achieve to test flight ,got these errors:
And the minimum OS Version in my project is 13.0

invalid Bundle. The bundle diffs.app/Frameworks/libspine_godot.ios.template_release.framework does not support the minimum OS Version specified in the Info.plist. (ID: db18415d-19fd-462c-ba01-6789c3e08051)
error: exportArchive Validation failed. Invalid Bundle. The bundle diffs.app/Frameworks/libspine_godot.ios.template_release.framework does not support the minimum OS Version specified in the Info.plist. (ID: db18415d-19fd-462c-ba01-6789c3e08051).

Please fix this as soon as possible!!!!!!!!!!!!!!

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The issue you're encountering is due to the libspine_godot.ios.template_release being compiled with an iOS SDK version that is higher than the minimum OS version specified in your project's Info.plist. The library was compiled with iOS SDK 17.5, and it seems that the minimum iOS version was not set to 12.0 as required. To resolve this, you would need to recompile the library with the correct minimum iOS version setting. This involves modifying the build configuration to set miphoneos-version-min=12.0 in the SConstruct file or equivalent build script. Unfortunately, I cannot directly fix this for you, but you can follow the steps to compile the Godot editor and export templates from source as described in the spine-godot Runtime Documentation.

  • alexm123님이 이에 답장했습니다.

    Spinebot I think your team need fix it~

    I've opened an issue here. EsotericSoftware/spine-runtimes2861

    I have tried to figure out why the ios_min_version parameter isn't interpreted correctly by Scons, but couldn't find a fix. I've contacted the Godot folks for input on the matter.