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@@ -3,8 +3,9 @@
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Exporting for iOS
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Exporting for iOS
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=================
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=================
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-These are the steps to load your game in an Xcode project, where you can deploy to a device,
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-publish, etc.
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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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Requirements
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------------
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------------
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@@ -13,8 +14,8 @@ Requirements
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- Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
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- Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
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-Exporting your project
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-----------------------
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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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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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Export window opens, click **Add..** and select **iOS**.
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@@ -30,47 +31,51 @@ 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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After you click **Export Project**, there are still two important options left:
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- * **Path** should be an empty folder that will contain your exported Xcode project files.
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- * **File** will be the name of your Xcode project and several project specific files and directories.
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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.png
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-When the export completes, the options I used will create a directory that looks like this:
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+.. note:: I chose the name **exported_xcode_project_name**, for this tutorial,
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+ but you will use your 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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+
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+When the export completes, my folder looks like this:
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.. image:: img/ios_export_output.png
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.. image:: img/ios_export_output.png
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-I can now open **exported_xcode_project_name.xcodeproj** to build and deploy my game
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+Opening **exported_xcode_project_name.xcodeproj** lets me build and deploy my game
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like any other iOS app.
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like any other iOS app.
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Active development considerations
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Active development considerations
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---------------------------------
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---------------------------------
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-The above method creates an exported project that you can build for release, but you
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-have to re-export every time you make a change in Godot.
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+The above method creates an exported project that I can build for release, but I
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+have to re-export every time I make a change in Godot.
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-While developing your game, you can speed this process up by building your Godot project
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-files directly into your app.
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+While developing, I can speed this process up by linking my Godot project
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+files directly into my app.
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In the following example:
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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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* **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 I exported it from.
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* **godot_project_to_export** is the name of the Godot project I exported it from.
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-Steps to use your Godot project directory in Xcode
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+Steps to link an Godot project folder to Xcode
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1. Start from an exported iOS project like I created above.
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1. Start from an exported iOS project like I created above.
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-2. In Finder, drag your Godot project folder into the Xcode file browser.
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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.png
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3. In the dialog, make sure **Create folder references** is selected. This means
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3. In the dialog, make sure **Create folder references** is selected. This means
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-that you can continue to edit your Godot project in its current location.
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+I can continue to edit my Godot project in its current location.
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.. image:: img/ios_export_file_ref.png
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.. image:: img/ios_export_file_ref.png
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-4. You now see the **godot_project_to_export** directory in the Xcode file browser.
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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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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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.. image:: img/ios_export_delete_pck.png
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@@ -81,10 +86,9 @@ that you can continue to edit your Godot project in its current location.
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.. image:: img/ios_export_set_path.png
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.. image:: img/ios_export_set_path.png
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-That's it! Continue to edit your project in the Godot editor and build it in Xcode when you
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+That's it! I can now edit my project in the Godot editor and build it in Xcode when I
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want to run it on a device.
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want to run it on a device.
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-
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Services for iOS
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Services for iOS
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----------------
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