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Merge pull request #10900 from gtodd876/master

update instructions and screenshot to work with XCode 16.3
Todd Matthews 1 mese fa
parent
commit
98352e6577

+ 20 - 10
tutorials/export/exporting_for_ios.rst

@@ -44,7 +44,7 @@ After you click **Export Project**, there are still two important options left:
   * **Path** is an empty folder that will contain the exported Xcode project files.
   * **File** will be the name of the Xcode project and several project specific files and directories.
 
-.. image:: img/ios_export_file.png
+.. image:: img/ios_export_file.webp
 
 .. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
           project's name. When you see **exported_xcode_project_name**
@@ -55,7 +55,7 @@ After you click **Export Project**, there are still two important options left:
 
 When the export completes, the output folder should look like this:
 
-.. image:: img/ios_export_output.png
+.. image:: img/ios_export_output.webp
 
 Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
 like any other iOS app.
@@ -83,23 +83,33 @@ Steps to link a Godot project folder to Xcode
 1. Start from an exported iOS project (follow the steps above).
 2. In Finder, drag the Godot project folder into the Xcode file browser.
 
-.. image:: img/ios_export_add_dir.png
+.. image:: img/ios_export_add_dir.webp
 
-3. In the dialog, make sure **Create folder references** is selected. This means
-you will be able to continue to edit your Godot project in its current location.
+3. In the dialog, make sure to select Action: **Reference files in place** and Groups: **Create folders**. Uncheck Targets: **exported_xcode_project_name**.
 
-.. image:: img/ios_export_file_ref.png
+.. image:: img/ios_export_file_ref.webp
 
 4. See the **godot_project_to_export** folder in the Xcode file browser.
-5. Delete **exported_xcode_project_name.pck** from the Xcode project.
 
-.. image:: img/ios_export_delete_pck.png
+5. Select the godot project in the Project navigator. Then on the other side of the XCode window, in the File Inspector, make these selections:
 
-6. Open **exported_xcode_project_name-Info.plist** and add a string property named
+  * **Location**: Relative to Project
+  * **Build Rules**: Apply Once to Folder
+  * add your project to **Target Membership**
+
+.. image:: img/ios_export_file_inspector.webp
+
+.. image:: img/ios_export_target_membership.webp
+
+7. Delete **exported_xcode_project_name.pck** from the Xcode project in the project navigator.
+
+.. image:: img/ios_export_delete_pck.webp
+
+8. 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
+.. image:: img/ios_export_set_path.webp
 
 That's it! You can now edit your project in the Godot editor and build it
 in Xcode when you want to run it on a device.

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