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Tweak exporting_for_ios.rst a little (#2014)

corrigentia 6 years ago
parent
commit
ad31f7967c
1 changed files with 3 additions and 5 deletions
  1. 3 5
      getting_started/workflow/export/exporting_for_ios.rst

+ 3 - 5
getting_started/workflow/export/exporting_for_ios.rst

@@ -13,14 +13,13 @@ Requirements
 -  You must export for iOS from a computer running macOS with Xcode installed.
 -  Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
 
-
 Export a Godot project to Xcode
 -------------------------------
 
 In the Godot editor, open the **Export** window from the **Project** menu. When the
 Export window opens, click **Add..** and select **iOS**.
 
-The following export options are required. Leaving any blank with cause the
+The following export options are required. Leaving any blank will cause the
 exporter to throw an error:
 
   * In the **Application** category
@@ -47,7 +46,6 @@ When the export completes, the output folder should look like this:
 Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
 like any other iOS app.
 
-
 Active development considerations
 ---------------------------------
 
@@ -62,8 +60,8 @@ In the following example:
   * **exported_xcode_project_name** is the name of the exported iOS application (as above).
   * **godot_project_to_export** is the name of the Godot project.
 
-Steps to link an Godot project folder to Xcode
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+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.