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The exporter was updated and the number of required options
decreased. This commit updates the docs accordingly.
(cherry picked from commit 075a8c9a6a)
110 lines
4.0 KiB
ReStructuredText
110 lines
4.0 KiB
ReStructuredText
.. _doc_exporting_for_ios:
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Exporting for iOS
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=================
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.. seealso::
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This page describes how to export a Godot project to iOS.
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If you're looking to compile export template binaries from source instead,
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read :ref:`doc_compiling_for_ios`.
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These are the steps to load a Godot project in Xcode. This allows you to
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build and deploy to an iOS device, build a release for the App Store, and
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do everything else you can normally do with Xcode.
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Requirements
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------------
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- You must export for iOS from a computer running macOS with Xcode installed.
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- Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
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Export a Godot project to Xcode
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-------------------------------
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In the Godot editor, open the **Export** window from the **Project** menu. When the
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Export window opens, click **Add..** and select **iOS**.
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The **App Store Team ID** and (Bundle) **Identifier** options in the **Application** category
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are required. Leaving them blank will cause the exporter to throw an error.
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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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.. 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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in the following steps, replace it with the name you used instead.
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.. note:: Avoid using spaces when you choose your **exported_xcode_project_name** as
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this can lead to corruption in your XCode project file.
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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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Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
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like any other iOS app.
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Active development considerations
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---------------------------------
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The above method creates an exported project that you can build for
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release, but you have to re-export every time you make a change in Godot.
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While developing, you can speed this process up by linking your
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Godot project files directly into your app.
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In the following example:
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* **exported_xcode_project_name** is the name of the exported iOS application (as above).
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* **godot_project_to_export** is the name of the Godot project.
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.. note:: **godot_project_to_export** must not be the same as **exported_xcode_project_name**
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to prevent signing issues in Xcode.
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Steps to link a Godot project folder to Xcode
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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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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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.. image:: img/ios_export_file_ref.png
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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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6. 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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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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Plugins for iOS
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---------------
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Special iOS plugins can be used in Godot. Check out the
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:ref:`doc_plugins_for_ios` page.
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Troubleshooting rendering issues
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--------------------------------
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To improve out-of-the-box performance on mobile devices, Godot automatically
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uses low-end-friendly settings by default on both Android and iOS.
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This can cause rendering issues that do not occur when running the project on a
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desktop platform. See :ref:`doc_mobile_rendering_limitations` for more information.
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