Repository: godot
Issue: [3.2.3] Compiling for Mono iOS is giving a lot of errors on XCode
Labels: bug,platform:ios,topic:buildsystem,topic:dotnet

**Godot version:**
3.2.3 stable_mono_osx

**OS/device including version:**
MacOS Catalina 10.15.7
Xcode 12.3 beta
Mono 6.12.0.90 (latest from brew install)

**Issue description:**
I created a workflow in my GitHub repository that compiles a module for AdMob, there are two workflows, they compile and send the compiled files to a new tag, one is for the stable version and the other is for [mono stable](https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/actions/runs/371305010).

Both are working perfectly, the problem is that when you change the original files to those compiled files only in the mono version those errors appears:

![mono](https://media.discordapp.net/attachments/778345484729188352/779034812647604264/Screen_Shot_2020-11-18_at_3.png)

this error does not happen just as I put the module I created to compile, it also happens when I do it without the module, which makes me think I am doing some wrong step.

**Steps to reproduce:**
- Clone mono version 6.12.0.111 ```git clone --branch mono-6.12.0.111 https://github.com/mono/mono.git```
- Install dependencies ```brew install autoconf automake libtool```
- Clone master godot-mono-builds ```git clone https://github.com/godotengine/godot-mono-builds.git```
- Building mono for iOS, [COMMANDS](https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/actions/runs/371305010/workflow#L49)
- Download and unzip stable Godot version source code https://github.com/godotengine/godot/archive/3.2.3-stable.zip
- Import necessary certificates for NuGet, [COMMANDS](https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/actions/runs/371305010/workflow#L134)

(NOW THE PART THAT I THINK IAM MISSING SOMETHING)
- Compiling the source code: [COMMANDS](https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/actions/runs/371305010/workflow#L146)

```
        scons p=osx tools=yes module_mono_enabled=yes mono_glue=no mono_prefix="/Library/Frameworks/Mono.framework/Versions/Current"
        
        ./bin/godot.osx.tools.64.mono --generate-mono-glue modules/mono/glue
        
        scons p=iphone tools=no target=release arch=arm module_mono_enabled=yes mono_glue=yes mono_prefix="$HOME/mono-installs/ios-arm64-release"
        scons p=iphone tools=no target=release arch=arm64 module_mono_enabled=yes mono_glue=yes mono_prefix="$HOME/mono-installs/ios-arm64-release"
        lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a
        mkdir -p bin/ios
        mkdir -p bin/ios/iphone-mono-libs
        # The Mono libraries for the interpreter are not available for simulator builds
        lipo -create bin/libmono-ee-interp.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-ee-interp.iphone.fat.a
        lipo -create bin/libmono-icall-table.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-icall-table.iphone.fat.a
        lipo -create bin/libmono-ilgen.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-ilgen.iphone.fat.a
```

- Export the Game project to iOS on Godot
- Change the compiled ```libgodot.iphone.release.fat.a``` to ```your_project_name.a```
- Replace all ```'.a'``` to the compiled:
```
libmono-native.iphone.arm64.a
libmonosgen-2.0.iphone.arm64.a

libmono-ilgen.iphone.fat.a
libmono-ee-interp.iphone.fat.a
libmono-icall-table.iphone.fat.a
```

Except this: ```libmonoprofiler-log.iphone.arm64.a```, due wasnt found on exported project

**Minimal reproduction project:**
You can try use this project: https://github.com/Poing-Studios/Godot-AdMob-Android-iOS/tree/master/example

-------
If theres something unclear please let me know, but I think that's it, thank you.