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Add steps for building for iOS from your Godot project directory

John Teasdale 7 years ago
parent
commit
c0af9f4707

+ 64 - 17
getting_started/workflow/export/exporting_for_ios.rst

@@ -3,40 +3,87 @@
 Exporting for iOS
 =================
 
-Exporting for iOS is done manually at the moment. These are the steps to
-load your game in an XCode project, where you can deploy to a device,
+These are the steps to load your game in an Xcode project, where you can deploy to a device,
 publish, etc.
 
 Requirements
 ------------
 
--  You must export for iOS on a mac
--  Download the export templates. Use the Godot menu: Editor > Manage Export Templates
+-  You must export for iOS from a comupter running macOS with Xcode installed.
+-  Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
 
 
 Exporting your project
----------------------
+----------------------
 
-In the Godot editor, open the Export window from the Project menu. When the 
-Export window opens, click Add.. and select iOS. 
+In the Godot editor, open the **Export** window from the **Project** menu. When the 
+Export window opens, click **Add..** and select **iOS**. 
 
-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. 
+The following export options are required. Leaving any blank with cause the 
+exporter to throw an error:
 
-Once the templates are installed, fill in your export options.
-Several are required. 
+  * In the **Application** category
+    * **App Store Team ID**
+  * Everything in the **Required Icons** category
+  * Everything in the **Landscape Launch Screens** category
+  * Everything in the **Portrait Launch Screens** category
 
-.. image:: img/ios_export_requiredoptions.png
+After you click **Export Project**, there are still two important options left:
 
-After you click Export Project, there are still two important options left. 
+  * **Path** should be an empty folder that will contain your exported Xcode project files. 
+  * **File** will be the name of your Xcode project and several project specific files and directories.  
 
 .. image:: img/ios_export_file.png
 
-Make sure to specify the File field. It will be used as your Xcode project name. 
+When the export completes, the options I used will create a directory that looks like this:
+
+.. image:: img/ios_export_output.png
+
+I can now open **exported_xcode_project_name.xcodeproj** to build and deploy my game
+like any other iOS app. 
+
+
+Active development considerations
+---------------------------------
+
+The above method creates an exported project that you can build for release, but you
+have to re-export every time you make a change in Godot. 
+
+While developing your game, you can speed this process up by building your Godot project
+files directly into your app. 
+
+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 I exported it from. 
+
+Steps to use your Godot project directory in Xcode
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+1. Start from an exported iOS project like I created above.
+2. In Finder, drag your Godot project folder into the Xcode file browser. 
+
+.. image:: img/ios_export_add_dir.png
+
+3. In the dialog, make sure **Create folder references** is selected. This means
+that you can continue to edit your Godot project in its current location.
+
+.. image:: img/ios_export_file_ref.png
+
+4. You now see the **godot_project_to_export** directory in the Xcode file browser. 
+5. Delete **exported_xcode_project_name.pck** from the Xcode project.
+
+.. image:: img/ios_export_delete_pck.png
+
+6. 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
+
+That's it! Continue to edit your project in the Godot editor and build it in Xcode when you 
+want to run it on a device. 
 
-Go to the export directory you specified, open the .xcodeproj file and build and 
-run as normal. 
 
 Services for iOS
 ----------------

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getting_started/workflow/export/img/ios_export_add_dir.png


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getting_started/workflow/export/img/ios_export_delete_pck.png


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getting_started/workflow/export/img/ios_export_file.png


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getting_started/workflow/export/img/ios_export_file_ref.png


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getting_started/workflow/export/img/ios_export_output.png


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getting_started/workflow/export/img/ios_export_requiredoptions.png


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getting_started/workflow/export/img/ios_export_set_path.png