Update the export to iOS Documentaiton

This commit is contained in:
John Teasdale
2018-02-23 22:18:42 -08:00
parent cdf38f583f
commit 564899a8b4
4 changed files with 16 additions and 46 deletions

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

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