|
@@ -10,63 +10,33 @@ publish, etc.
|
|
|
Requirements
|
|
|
------------
|
|
|
|
|
|
-- Download XCode for iOS
|
|
|
-- Download the export templates: https://godotengine.org/download
|
|
|
-- Since there is no automatic deployer yet, unzip export_templates.tpz
|
|
|
- manually and extract GodotiOSXCode.zip from it.
|
|
|
+- You must export for iOS on a mac
|
|
|
+- Download the export templates. Use the Godot menu: Editor > Manage Export Templates
|
|
|
|
|
|
-The zip contains an XCode project, godot_ios.xcodeproj, an empty
|
|
|
-data.pck file and the engine executable. Open the project, and modify
|
|
|
-the game name, icon, organization, provisioning signing certificate
|
|
|
-identities (??), etc.
|
|
|
|
|
|
-Add your project data
|
|
|
+Exporting your project
|
|
|
---------------------
|
|
|
|
|
|
-Using the Godot editor, :ref:`doc_exporting_for_pc`, to obtain the data.pck
|
|
|
-file. Replace the empty data.pck in the XCode project with the new one,
|
|
|
-and run/archive.
|
|
|
+In the Godot editor, open the Export window from the Project menu. When the
|
|
|
+Export window opens, click Add.. and select iOS.
|
|
|
|
|
|
-If you want to test your scenes on the iOS device as you edit them, you
|
|
|
-can add your game directory to the project (instead of data.pck), and
|
|
|
-add a property "godot_path" to Info.plist, with the name of your
|
|
|
-directory as its value.
|
|
|
+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.
|
|
|
|
|
|
-.. image:: img/godot_path.png
|
|
|
+Once the templates are installed, fill in your export options.
|
|
|
+Several are required.
|
|
|
|
|
|
-Alternatively you can add all the files from your game directly, with
|
|
|
-"engine.cfg" at the root.
|
|
|
+.. image:: img/ios_export_requiredoptions.png
|
|
|
|
|
|
-Loading files from a host
|
|
|
--------------------------
|
|
|
+After you click Export Project, there are still two important options left.
|
|
|
|
|
|
-Sometimes your game becomes too big and deploying to the device takes
|
|
|
-too long every time you run. In that case you can deploy only the engine
|
|
|
-executable, and serve the game files from your computer.
|
|
|
+.. image:: img/ios_export_file.png
|
|
|
|
|
|
-Setting up the file host
|
|
|
-~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
+Make sure to specify the File field. It will be used as your Xcode project name.
|
|
|
|
|
|
-On your PC, open the editor, and click the righ-most icon on the
|
|
|
-top-center group of icons, and select "Enable File Server". The icon
|
|
|
-turns red. Your PC will open a port and accept connections to serve
|
|
|
-files from your project's directory (so enable your local firewall
|
|
|
-accordingly).
|
|
|
-
|
|
|
-.. image:: img/rfs_server.png
|
|
|
-
|
|
|
-Setting up the game
|
|
|
-~~~~~~~~~~~~~~~~~~~
|
|
|
-
|
|
|
-On XCode, click on your app name (top left, next to the "Stop" button),
|
|
|
-and select "Edit Scheme". Go to the "Arguments" tab, and add 2
|
|
|
-arguments, "-rfs" and the IP of your PC.
|
|
|
-
|
|
|
-.. image:: img/edit_scheme.png
|
|
|
-
|
|
|
-When you run, your device will connect to the host and open the files
|
|
|
-remotely. Note that the directory with the game data ("platformer") is
|
|
|
-no longer added to the project, only the engine executable.
|
|
|
+Go to the export directory you specified, open the .xcodeproj file and build and
|
|
|
+run as normal.
|
|
|
|
|
|
Services for iOS
|
|
|
----------------
|