Add steps for building for iOS from your Godot project directory

This commit is contained in:
John Teasdale
2018-02-24 20:08:15 -08:00
parent 47cb05ee75
commit c0af9f4707
8 changed files with 64 additions and 17 deletions

View File

@@ -3,40 +3,87 @@
Exporting for iOS
=================
Exporting for iOS is done manually at the moment. These are the steps to
load your game in an XCode project, where you can deploy to a device,
These are the steps to load your game in an Xcode project, where you can deploy to a device,
publish, etc.
Requirements
------------
- You must export for iOS on a mac
- Download the export templates. Use the Godot menu: Editor > Manage Export Templates
- You must export for iOS from a comupter running macOS with Xcode installed.
- Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
Exporting your project
---------------------
----------------------
In the Godot editor, open the Export window from the Project menu. When the
Export window opens, click Add.. and select iOS.
In the Godot editor, open the **Export** window from the **Project** menu. When the
Export window opens, click **Add..** and select **iOS**.
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.
The following export options are required. Leaving any blank with cause the
exporter to throw an error:
Once the templates are installed, fill in your export options.
Several are required.
* In the **Application** category
* **App Store Team ID**
* Everything in the **Required Icons** category
* Everything in the **Landscape Launch Screens** category
* Everything in the **Portrait Launch Screens** category
.. image:: img/ios_export_requiredoptions.png
After you click **Export Project**, there are still two important options left:
After you click Export Project, there are still two important options left.
* **Path** should be an empty folder that will contain your exported Xcode project files.
* **File** will be the name of your Xcode project and several project specific files and directories.
.. image:: img/ios_export_file.png
Make sure to specify the File field. It will be used as your Xcode project name.
When the export completes, the options I used will create a directory that looks like this:
.. image:: img/ios_export_output.png
I can now open **exported_xcode_project_name.xcodeproj** to build and deploy my game
like any other iOS app.
Active development considerations
---------------------------------
The above method creates an exported project that you can build for release, but you
have to re-export every time you make a change in Godot.
While developing your game, you can speed this process up by building your Godot project
files directly into your app.
In the following example:
* **exported_xcode_project_name** is the name of the exported iOS application (as above).
* **godot_project_to_export** is the name of the Godot project I exported it from.
Steps to use your Godot project directory in Xcode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Start from an exported iOS project like I created above.
2. In Finder, drag your Godot project folder into the Xcode file browser.
.. image:: img/ios_export_add_dir.png
3. In the dialog, make sure **Create folder references** is selected. This means
that you can continue to edit your Godot project in its current location.
.. image:: img/ios_export_file_ref.png
4. You now see the **godot_project_to_export** directory in the Xcode file browser.
5. Delete **exported_xcode_project_name.pck** from the Xcode project.
.. image:: img/ios_export_delete_pck.png
6. 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
That's it! Continue to edit your project in the Godot editor and build it in Xcode when you
want to run it on a device.
Go to the export directory you specified, open the .xcodeproj file and build and
run as normal.
Services for iOS
----------------

Binary file not shown.

After

Width:  |  Height:  |  Size: 301 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 65 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 77 KiB

After

Width:  |  Height:  |  Size: 70 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 77 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 96 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 147 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 210 KiB