Hi,
I have a problem with iOS export in GDevelop and after a lot of testing I was able to narrow it down quite clearly.
I am using the latest version of GDevelop now, but the issue also happened before updating, so it does not seem to be caused by my local GDevelop version itself.
About 4 months ago (around December / January), iOS export worked without problems for my project, including AdMob. I was able to create TestFlight builds successfully. Since then, I did not intentionally change anything important in my AdMob setup that should break the export.
Now the iOS export fails every time with the same Xcode archive/build error when AdMob is configured in the project settings.
Important detail:
If I remove the AdMob App IDs from the project settings in GDevelop and leave the AdMob fields completely empty, the export works and the build reaches my Apple account / TestFlight successfully.
So at the moment, the only way I can export my iOS project is by leaving the AdMob settings empty.
What I already tested:
- I updated to the latest GDevelop version
- I tested different AdMob IDs
- I created a new AdMob app / ad unit
- I tried using only the iOS App ID and leaving Android empty
- I disabled all AdMob-related events and conditions in my game
- I checked that the App ID (
~) and Ad Unit ID (/) were not mixed up
None of that fixed the problem.
The result is always:
- AdMob configured in project settings → iOS export fails
- AdMob removed / fields left empty → iOS export succeeds
The build error ends with:
(3 failures)
Command failed with exit code 65: xcodebuild -workspace App.xcworkspace -scheme App -configuration Release -destination generic/platform=iOS -archivePath App.xcarchive archive ‘-UseModernBuildSystem=1’
And in the logs I can see files related to:
- admob-plus-cordova
- cordova-plugin-consent
- AMB*.swift
- CSN*.swift
For example:
- AMBAdBase.swift
- AMBPlugin.swift
- AMBRewarded.swift
- CSNConsent.swift
- CSNContext.swift
This makes it look like the issue happens in the AdMob / consent iOS build step, not in my actual game logic.
So my questions are:
- Is this a known issue with the current iOS cloud export?
- Is there any workaround to use AdMob on iOS again without removing it from the project settings?
- Has something changed on the GDevelop build environment / Xcode side that could explain why it worked before and now suddenly fails?
If needed, I can also provide screenshots and the full log.
Thanks.