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[godot-iap] Avoid repeated Windows editor errors for Apple-only GDExtension #366

Description

@BriceN

Description

When using godot-iap on Windows for Android development, Godot repeatedly logs errors because the bundled .gdextension file only provides iOS/macOS libraries.

The plugin itself works for Android: the Android AAR loads correctly and an Android App Bundle can be exported successfully. However, the Godot Windows editor repeatedly attempts to load the Apple-only GDExtension during project startup and development.

Environment

  • Godot: 4.7.stable.official
  • OS: Windows x86_64
  • Plugin: godot-iap 3.3.2
  • Target platform: Android
  • Android package: com.bricenuzzo.spiketest

Current GDExtension configuration

[configuration]
entry_symbol = "godot_iap_entry_point"
compatibility_minimum = "4.3"
supported_platforms = ["ios", "macos"]

[libraries]
ios.arm64 = "ios/GodotIap.framework/GodotIap"
macos.arm64 = "macos/GodotIap.framework/GodotIap"

Actual behavior

Godot repeatedly logs:

ERROR: core/extension/gdextension_library_loader.cpp:369 - No GDExtension library found for current OS and architecture (windows.x86_64) in configuration file: res://addons/godot-iap/bin/godot_iap.gdextension

ERROR: GDExtension dynamic library not found: 'res://addons/godot-iap/bin/godot_iap.gdextension'.

These messages appear repeatedly when opening and developing the project under Windows.

Expected behavior

Because the GDExtension explicitly declares only ios and macos, the Windows editor should ignore it without logging repeated errors.

The Android integration should continue to use the Android .gdap configuration and AAR files.

Workaround

For an Android-only development phase, renaming:

godot_iap.gdextension

to:

godot_iap.gdextension.disabled

removes the errors and does not prevent Android AAR exports.

However, this workaround requires manually restoring the file before starting iOS/macOS integration.

Possible improvement

Could the plugin package avoid loading the Apple-only .gdextension on non-Apple development platforms, or provide a platform-safe packaging mechanism that prevents these editor errors while preserving iOS/macOS support?

This appears related to the Godot issue:

godotengine/godot#105615

Activity

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