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MacOS install instructions #95
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Update: I built the project from the source code in edbeeching/godot_rl_agents_examples. There were some minor project settings in Godot that needed to be changed. If you want, I can set up a branch/fork for them - I don't know if making those changes will break anything on Linux/Windows. |
Ye sorry, I am missing the build templates for Mac builds. There is a PR that adds Mac support for examples here. Perhaps try that one out? |
Thanks! I'll take a look. I managed to get one of the examples, JumperHard, up and running on my own. Since you're unable to deploy macOS builds on your machine, should we add documentation for mac users letting them know that they will need to build the godot projects on their own? I encountered another bug that I believe is macOS-specific but easy to fix (just one line needs to be changed). Should I just make a PR for it? |
Was it the position of |
There's an issue when I try to run this command on macOS:
gdrl --env=gdrl --env_path=examples/godot_rl_<ENV_NAME>/bin/<ENV_NAME>.x86_64 --viz
godot_env.py detects that I'm on a mac platform and seems to want an .app file, but there isn't one in the bin folder when I install the example environments with this command
gdrl.env_from_hub -r edbeeching/godot_rl_<ENV_NAME>
Is there a way around this?
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