Replies: 12 comments 17 replies
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I also tried to use Tulsi, but Tulsi complained about GDMP.tulsiproj not having a workspace. |
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Sorry for late response, since Tulsi is no longer maintained, I suggest trying to build iOS static library with Bazel command directly. Open the terminal in the |
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Thank you for your reply. This time after un-zipping I can access the GDMP.framework folder from Finder. If I may ask a follow-up, is it correct if I copy GDMP.framework into addons/GDMP/libs/ios, then rename the GDMP (Unix Executable File) file inside to GDMP.a, then add the macos path in GDMP.gdextension and I am done? Because there is an Thank you again for your patience. |
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Sorry I could not reply over the last week. I have followed your instructions and am now waiting for an App Store Team ID in order to export my project to Xcode (step 4 at long last). Meanwhile, may I ask if you can help me to dismiss some doubts.
The terminal is then non-responsive. Is the executable correctly built? My most sincere gratitude! |
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Thank you for the detailed explanation. I am now at the point where I can export the project from Godot to Xcode and from Xcode to iPad. However, I encountered an error while building and running remotely from Xcode onto my iPad. I found the followings in
In short, it cannot find GDMP.framework anywhere (which is kind of strange given that I renamed it to GDMP.a); and
, which also appears strange to me because it is a .app not a Godot project. Conceivably, with those errors, all MediaPipeXXX classes and such raise errors at runtime. But I also realize that these MediaPipeXXX are not recognized in the Godot Editor. Is that expected? Thank you very much! |
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Indeed. When I tried I made shift with
Thank you again. Your insightfulness was incredible as ever! I wish you and your team the best of luck.
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Could you try changing GDMP.xcframework to |
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I have just renamed the
I do not know if this helps, but the above error is logged in the run-time Console after a successful build; somehow the app is trying to access the library from Xcode, which is on my MacOS, instead of on the iOS device. The app freezes on the Godot logo screen. Thank you again, especially when Bazel, MediaPipe, Tulsi / rules_xcodeproj, and Godot are all under such active development that a fix this day may be deprecated the other. Your continuous dedication has my deepest respect. |
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I have rebuilt with a86c5e3. The resulting The app still freezes on the logo screen, but this time the Console says,
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Sorry for replaying late. After modifying
Sorry to impose, but I have no idea how to "add |
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To avoid the Godot export error, I now take the two steps (Godot ->
gave the Console errors
I cannot identify the source of the problem. Given the much longer installation time (~1 min), I think GDMP is in the app, only not loaded properly. Do I need to set anything (Iike Godot Project Settings > Plugins > GDMP) else to enable GDMP? |
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We ended up taking the dynamic library framework approach for iOS, as MediaPipe tasks registered through self-registration would be stripped in final iOS app if we build the library statically. |
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I am currently at step 3 under "Building for iOS". I used rules_xcodeproj instead of Tusi to generate the project.
Having opened the xcworkspace with Xcode, in the Project navigator panel there is a 'Products' folder, which contains GDMP.framework, libacceleration_cc_proto.io, and a collection of .a files. The problem is that I cannot
copy the library from the framework to your Godot project's addons/GDMP/libs/ios
because the folder and the files are not visible from outside Xcode, like when I right-click and select "Show in Folder" it takes me to a folder without the folder/files. How do I proceed?While we are on that, I would also like to ask for clarifications on step 4. What does
exporting Godot project to Xcode
mean? Does it refer to this?It would be very helpful if you could share some screenshots.
Earnest thanks in advance.
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