diff --git a/development/compiling/compiling_for_windows.rst b/development/compiling/compiling_for_windows.rst index d74b59822..c63b320b7 100644 --- a/development/compiling/compiling_for_windows.rst +++ b/development/compiling/compiling_for_windows.rst @@ -187,7 +187,7 @@ the ``vsproj=yes`` parameter, like this:: You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button. -.. sealso:: See :ref:`doc_configuring_an_ide_vs` for further details. +.. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details. Cross-compiling for Windows from other operating systems -------------------------------------------------------- diff --git a/tutorials/export/exporting_for_ios.rst b/tutorials/export/exporting_for_ios.rst index e81eac70f..7a0e93b44 100644 --- a/tutorials/export/exporting_for_ios.rst +++ b/tutorials/export/exporting_for_ios.rst @@ -25,7 +25,7 @@ Export a Godot project to Xcode In the Godot editor, open the **Export** window from the **Project** menu. When the Export window opens, click **Add..** and select **iOS**. -The **App Store Team ID** and (Bundle) **Identifier** options in the **Application** category +The **App Store Team ID** and (Bundle) **Identifier** options in the **Application** category are required. Leaving them blank will cause the exporter to throw an error. After you click **Export Project**, there are still two important options left: