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Update the export to iOS Documentaiton
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@@ -10,63 +10,33 @@ publish, etc.
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Requirements
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------------
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- Download XCode for iOS
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- Download the export templates: https://godotengine.org/download
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- Since there is no automatic deployer yet, unzip export_templates.tpz
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manually and extract GodotiOSXCode.zip from it.
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- You must export for iOS on a mac
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- Download the export templates. Use the Godot menu: Editor > Manage Export Templates
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The zip contains an XCode project, godot_ios.xcodeproj, an empty
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data.pck file and the engine executable. Open the project, and modify
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the game name, icon, organization, provisioning signing certificate
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identities (??), etc.
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Add your project data
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Exporting your project
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---------------------
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Using the Godot editor, :ref:`doc_exporting_for_pc`, to obtain the data.pck
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file. Replace the empty data.pck in the XCode project with the new one,
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and run/archive.
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In the Godot editor, open the Export window from the Project menu. When the
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Export window opens, click Add.. and select iOS.
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If you want to test your scenes on the iOS device as you edit them, you
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can add your game directory to the project (instead of data.pck), and
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add a property "godot_path" to Info.plist, with the name of your
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directory as its value.
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If you haven't downloaded the Godot export templates for your version, a
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"Manage Export Templates" link will appear on the bottom of the window. Click
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that link and install the templates, it may take several minutes.
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.. image:: img/godot_path.png
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Once the templates are installed, fill in your export options.
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Several are required.
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Alternatively you can add all the files from your game directly, with
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"engine.cfg" at the root.
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.. image:: img/ios_export_requiredoptions.png
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Loading files from a host
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-------------------------
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After you click Export Project, there are still two important options left.
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Sometimes your game becomes too big and deploying to the device takes
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too long every time you run. In that case you can deploy only the engine
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executable, and serve the game files from your computer.
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.. image:: img/ios_export_file.png
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Setting up the file host
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~~~~~~~~~~~~~~~~~~~~~~~~
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Make sure to specify the File field. It will be used as your Xcode project name.
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On your PC, open the editor, and click the righ-most icon on the
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top-center group of icons, and select "Enable File Server". The icon
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turns red. Your PC will open a port and accept connections to serve
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files from your project's directory (so enable your local firewall
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accordingly).
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.. image:: img/rfs_server.png
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Setting up the game
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~~~~~~~~~~~~~~~~~~~
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On XCode, click on your app name (top left, next to the "Stop" button),
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and select "Edit Scheme". Go to the "Arguments" tab, and add 2
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arguments, "-rfs" and the IP of your PC.
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.. image:: img/edit_scheme.png
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When you run, your device will connect to the host and open the files
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remotely. Note that the directory with the game data ("platformer") is
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no longer added to the project, only the engine executable.
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Go to the export directory you specified, open the .xcodeproj file and build and
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run as normal.
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Services for iOS
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----------------
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getting_started/workflow/export/img/ios_export_file.png
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