I'm developing a 'game' using the Godot game framework. The 'game' will run on an IOS device and connect to an app that is running on my computer. The app I am connecting to communicates via UDP.
When I run the app in Godot's simulator using either the loopback address 127.0.0.1 or the WiFi address of the computer it works fine.
I am attempting to send a Unicast UDPpacket from the IOS device to the computer. The UDPpacket is never sent from the IOS device as verified by Wireshark and also the network tab on xcode as the 'game' is debugged via Xcode.
The first time the app is sent to the iphone during the debug session from Xcode, a message on the iPhone pops up "MyAppName" would like to find and connect to devices on your local network. (I clicked on "Allow")
When the app is debugged on the iphone via Xcode,
- debug message from near the point where UDPPackets are sent are displayed in the debugger.
- After about 5 seconds an error is thrown from the UDPClient "No route from host..."
- There is a loop to send UDPpackets is again if the expected response is not received from the app,
- the "No route from host" again is shown in 5 seconds.
Settings:
- Ip address on computer and iphone are within the same network (do not need to be routed)
- Firewall is off on the computer during testing
- iPhone Settings (MyAppName is not shown anywhere in settings)
- Godot 4.2.1, .Net 8.0.101, XCode 15.2, VSCode 1.85.2
**Godot editor -> Project -> Exports -> Presets -> IOS (Runnable) **
[Options Tab]
- Access WiFi [x] is checked
- Provisioning Profile UUID for both Debug and Release is BLANK
[Resources Tab]
- {All fields are blank}
[Features Tab]
- Feature list = arm64, astc, etc2, ios, mobile
[Encryption Tab]
- {everything is off or blank}
I suspect that I'm not using entitlements properly. I have been granted the multicast entitlement, but I'm not certain how to implement it in my Godot -> VSCode ->Xcode workflow.