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@@ -3,70 +3,91 @@
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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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-Exporting for iOS is done manually at the moment. These are the steps to
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-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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-- Download XCode for iOS
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-- Download the export templates: https://godotengine.org/download
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-- Since there is no automatic deployer yet, unzip export_templates.tpz
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- manually and extract GodotiOSXCode.zip from it.
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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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-The zip contains an XCode project, godot_ios.xcodeproj, an empty
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-data.pck file and the engine executable. Open the project, and modify
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-the game name, icon, organization, provisioning signing certificate
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-identities (??), etc.
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-Add your project data
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----------------------
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+Export a Godot project to Xcode
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+-------------------------------
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-Using the Godot editor, :ref:`doc_exporting_for_pc`, to obtain the data.pck
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-file. Replace the empty data.pck in the XCode project with the new one,
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-and run/archive.
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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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-If you want to test your scenes on the iOS device as you edit them, you
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-can add your game directory to the project (instead of data.pck), and
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-add a property "godot_path" to Info.plist, with the name of your
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-directory as its value.
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+The following export options are required. Leaving any blank with cause the
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+exporter to throw an error:
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-.. image:: img/godot_path.png
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+ * In the **Application** category
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+ * **App Store Team ID**
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+ * Everything in the **Required Icons** category
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+ * Everything in the **Landscape Launch Screens** category
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+ * Everything in the **Portrait Launch Screens** category
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-Alternatively you can add all the files from your game directly, with
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-"engine.cfg" at the root.
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+After you click **Export Project**, there are still two important options left:
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-Loading files from a host
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--------------------------
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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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-Sometimes your game becomes too big and deploying to the device takes
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-too long every time you run. In that case you can deploy only the engine
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-executable, and serve the game files from your computer.
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+.. image:: img/ios_export_file.png
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-Setting up the file host
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-~~~~~~~~~~~~~~~~~~~~~~~~
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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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-On your PC, open the editor, and click the righ-most icon on the
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-top-center group of icons, and select "Enable File Server". The icon
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-turns red. Your PC will open a port and accept connections to serve
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-files from your project's directory (so enable your local firewall
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-accordingly).
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+When the export completes, the output folder should look like this:
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-.. image:: img/rfs_server.png
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+.. image:: img/ios_export_output.png
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-Setting up the game
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-~~~~~~~~~~~~~~~~~~~
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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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-On XCode, click on your app name (top left, next to the "Stop" button),
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-and select "Edit Scheme". Go to the "Arguments" tab, and add 2
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-arguments, "-rfs" and the IP of your PC.
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-.. image:: img/edit_scheme.png
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+Active development considerations
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+---------------------------------
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-When you run, your device will connect to the host and open the files
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-remotely. Note that the directory with the game data ("platformer") is
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-no longer added to the project, only the engine executable.
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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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+
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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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+
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+In the following example:
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+
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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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+
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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 (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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+
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+.. image:: img/ios_export_add_dir.png
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+
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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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+
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+.. image:: img/ios_export_file_ref.png
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+
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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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+
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+.. image:: img/ios_export_delete_pck.png
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+
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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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+
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+.. image:: img/ios_export_set_path.png
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+
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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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Services for iOS
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Services for iOS
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----------------
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----------------
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