[BUG?] Why is Godot 3.1 iOS builds requiring the Microphone permission key set in the plist?

-Tom--Tom- Posts: 4Member
edited November 2018 in Exporting

Hello All
Just joined Godot and the Forum. I had a quick look at exporting a test project to iOS 12 after installing the required templates. I noticed XCode reports that I need to set the value of the NSMicrophoneUsageDescription key for allowing the end user to access the Microphone. Let's not get into detail for enabling the key as that's not the point. This looks to be a bug (feature) ? ;)

At first I thought the problem might have something to do with how Godot uses AVFoundation framework but nothing immediately stood out when I browsed the source. I didn't see any Capture or Record calls to AVAudioSessions for example.

Has anyone experienced this issue?

Note I was recently bumped up to High Sierra for macOS to get XCode 10.1 installed.

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  • TwistedTwiglegTwistedTwigleg Posts: 1,049Admin

    @-Tom- said:
    Hello All
    Just joined Godot and the Forum. I had a quick look at exporting a test project to iOS 12 after installing the required templates. I noticed XCode reports that I need to set the value of the NSMicrophoneUsageDescription key for allowing the end user to access the Microphone. Let's not get into detail for enabling the key as that's not the point. This looks to be a bug (feature) ? ;)

    At first I thought the problem might have something to do with how Godot uses AVFoundation framework but nothing immediately stood out when I browsed the source. I didn't see any Capture or Record calls to AVAudioSessions for example.

    Has anyone experienced this issue?

    Note I was recently bumped up to High Sierra for macOS to get XCode 10.1 installed.

    To me this sounds like a bug.

    As far as I know, Godot should not need to microphone access unless the app itself needs it.

    Which version of Godot are you using?

  • -Tom--Tom- Posts: 4Member

    Latest Alpha 2 binary non mono version

  • TwistedTwiglegTwistedTwigleg Posts: 1,049Admin
    Answer ✓

    Hmm, probably a bug then. I remember Android having some permission issues that was fixed in Godot 3.1, which is why I wanted to ask which version, since iOS may have been effected.

    It's probably a bug then. I would suggest making a issue on the GitHub repository if there is already no open issues on the matter.

  • -Tom--Tom- Posts: 4Member
    edited November 2018

    Maybe they are related. I raised an issue 23682 in any case. If anyone else is experiencing similar problems you can make a note about it here. Or follow the above link provided.

  • -Tom--Tom- Posts: 4Member

    Btw I created this post under General Chat but it may better serve to move it under Gotdot Help in a new Category called Exporting. Work with the various platforms that Godot supports. Learn tips and tricks for troubleshooting. Just giving my 2 cents. It may help reduce duplicate queries on common topics that can be pinned under one roof.

  • TwistedTwiglegTwistedTwigleg Posts: 1,049Admin

    @-Tom- said:
    Maybe they are related. I raised an issue 23682 in any case. If anyone else is experiencing similar problems you can make a note about it here. Or follow the above link provided.

    Sounds good! Hopefully the bug can be fixed a future version of Godot. :smile:

    Btw I created this post under General Chat but it may better serve to move it under Gotdot Help in a new Category called Exporting. Work with the various platforms that Godot supports. Learn tips and tricks for troubleshooting. Just giving my 2 cents. It may help reduce duplicate queries on common topics that can be pinned under one roof.

    That sounds like a good idea! Things are very busy for me right now, but later I'll talk to the others and see what they think about adding a new category, or categories, for export/platform-specific help once things for me slow down a bit.

    Thanks for the suggestion!

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