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build fails in macos due to failed to resolve: could not find open_xr_action in engine
#474
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These are not supported by Godot 4.1 in macOS, their exclusion is thus intentional. See #405. |
Wait, I just saw that your error mentions |
I'm not using those. I'm just trying to fix the error that was blocking me. I removed this in my Cargo.toml
and it started working. I don't understand well how the prebuild artifact works. |
open_xr_action
in engine
failed to resolve: could not find
open_xr_action in
engine``
failed to resolve: could not find
open_xr_action in
engine``failed to resolve: could not find open_xr_action in engine
Yep, see my last comment. #475 should fix this, could you check? |
I updated from 4.1.1 to 4.1.3, and gdext from
00ba8c9d
to02f4acf5
and I started getting the following error in MacOS (Windows and Linux are OK):I compared the generated files (at .cargo/git/checkouts/gdext-76630c89719e160c/02f4acf/godot-core/src/gen/classes) between Linux and Mac, and Mac is not generating the
open_xr_**
files, it just generating theopen_xr_interaction_profile_metadata
.More details in a GH Action:
https://github.com/decentraland/godot-explorer/actions/runs/6824669204/job/18561040610
I'm using pre-build
entire cargo.toml: https://github.com/decentraland/godot-explorer/blob/main/rust/decentraland-godot-lib/Cargo.toml
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