Merge pull request #10900 from gtodd876/master

update instructions and screenshot to work with XCode 16.3
This commit is contained in:
Todd Matthews
2025-06-08 13:39:56 -04:00
committed by GitHub
parent b41aca01a7
commit 98352e6577
15 changed files with 20 additions and 10 deletions

View File

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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 227 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 103 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 40 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 161 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 43 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 47 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 244 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 50 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 58 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 174 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 134 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 238 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB