Merge pull request #10900 from gtodd876/master
update instructions and screenshot to work with XCode 16.3
@@ -44,7 +44,7 @@ After you click **Export Project**, there are still two important options left:
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* **Path** is an empty folder that will contain the exported Xcode project files.
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* **File** will be the name of the Xcode project and several project specific files and directories.
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.. image:: img/ios_export_file.png
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.. image:: img/ios_export_file.webp
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.. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
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project's name. When you see **exported_xcode_project_name**
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@@ -55,7 +55,7 @@ After you click **Export Project**, there are still two important options left:
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When the export completes, the output folder should look like this:
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.. image:: img/ios_export_output.png
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.. image:: img/ios_export_output.webp
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Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
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like any other iOS app.
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@@ -83,23 +83,33 @@ Steps to link a Godot project folder to Xcode
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1. Start from an exported iOS project (follow the steps above).
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2. In Finder, drag the Godot project folder into the Xcode file browser.
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.. image:: img/ios_export_add_dir.png
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.. image:: img/ios_export_add_dir.webp
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3. In the dialog, make sure **Create folder references** is selected. This means
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you will be able to continue to edit your Godot project in its current location.
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3. In the dialog, make sure to select Action: **Reference files in place** and Groups: **Create folders**. Uncheck Targets: **exported_xcode_project_name**.
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.. image:: img/ios_export_file_ref.png
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.. image:: img/ios_export_file_ref.webp
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4. See the **godot_project_to_export** folder in the Xcode file browser.
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5. Delete **exported_xcode_project_name.pck** from the Xcode project.
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.. image:: img/ios_export_delete_pck.png
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5. Select the godot project in the Project navigator. Then on the other side of the XCode window, in the File Inspector, make these selections:
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6. Open **exported_xcode_project_name-Info.plist** and add a string property named
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* **Location**: Relative to Project
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* **Build Rules**: Apply Once to Folder
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* add your project to **Target Membership**
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.. image:: img/ios_export_file_inspector.webp
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.. image:: img/ios_export_target_membership.webp
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7. Delete **exported_xcode_project_name.pck** from the Xcode project in the project navigator.
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.. image:: img/ios_export_delete_pck.webp
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8. Open **exported_xcode_project_name-Info.plist** and add a string property named
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**godot_path** (this is the real key name) with a value **godot_project_to_export**
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(this is the name of your project)
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.. image:: img/ios_export_set_path.png
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.. image:: img/ios_export_set_path.webp
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That's it! You can now edit your project in the Godot editor and build it
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in Xcode when you want to run it on a device.
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Before Width: | Height: | Size: 227 KiB |
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tutorials/export/img/ios_export_add_dir.webp
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After Width: | Height: | Size: 103 KiB |
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Before Width: | Height: | Size: 40 KiB |
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tutorials/export/img/ios_export_delete_pck.webp
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After Width: | Height: | Size: 161 KiB |
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Before Width: | Height: | Size: 43 KiB |
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tutorials/export/img/ios_export_file.webp
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After Width: | Height: | Size: 47 KiB |
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tutorials/export/img/ios_export_file_inspector.webp
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After Width: | Height: | Size: 244 KiB |
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Before Width: | Height: | Size: 50 KiB |
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tutorials/export/img/ios_export_file_ref.webp
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After Width: | Height: | Size: 29 KiB |
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Before Width: | Height: | Size: 58 KiB |
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tutorials/export/img/ios_export_output.webp
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After Width: | Height: | Size: 174 KiB |
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Before Width: | Height: | Size: 134 KiB |
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tutorials/export/img/ios_export_set_path.webp
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After Width: | Height: | Size: 238 KiB |
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tutorials/export/img/ios_export_target_membership.webp
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After Width: | Height: | Size: 17 KiB |