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Description
I've released windows and Linux builds for this game, but I'm encountering a unique issue on Mac. The game works fine in the editor, but after export it appears as a blank screen and complains that my .dylib is not valid for use in process using Library Validation: mapped file has no Team ID and is not a platform binary (signed with custom identity or adhoc?)
Here's the start of the log file:
Godot Engine v3.3.2.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: Intel(R) Iris(TM) Plus Graphics OpenGL Engine
OpenGL ES Batching: ON
Registered camera FaceTime HD Camera (Built-in) with id 1 position 0 at index 0
**ERROR**: Can't open dynamic library: /Users/snailbones/CellForest/release/A Tree Falls.app/Contents/MacOS/../Frameworks/libcell.dylib, error: dlopen(/Users/snailbones/CellForest/release/A Tree Falls.app/Contents/MacOS/../Frameworks/libcell.dylib, 2): no suitable image found. Did find:
/Users/snailbones/CellForest/release/A Tree Falls.app/Contents/MacOS/../Frameworks/libcell.dylib: code signature in (/Users/snailbones/CellForest/release/A Tree Falls.app/Contents/MacOS/../Frameworks/libcell.dylib) not valid for use in process using Library Validation: mapped file has no Team ID and is not a platform binary (signed with custom identity or adhoc?).
At: platform/osx/os_osx.mm:1944:open_dynamic_library() - Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN
**ERROR**: No valid library handle, can't get symbol from GDNative object
At: modules/gdnative/gdnative.cpp:502:get_symbol() - No valid library handle, can't get symbol from GDNative object
**ERROR**: No nativescript_init in "res://bin/osx/libcell.dylib" found
At: modules/gdnative/nativescript/nativescript.cpp:1482:init_library() - No nativescript_init in "res://bin/osx/libcell.dylib" found
This issue with godot-git-plugin may be related.