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Change I to you

John Teasdale 7 years ago
parent
commit
eb03564585
1 changed files with 14 additions and 14 deletions
  1. 14 14
      getting_started/workflow/export/exporting_for_ios.rst

+ 14 - 14
getting_started/workflow/export/exporting_for_ios.rst

@@ -10,7 +10,7 @@ do everything else you can normally do with Xcode.
 Requirements
 Requirements
 ------------
 ------------
 
 
--  You must export for iOS from a comupter running macOS with Xcode installed.
+-  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
 -  Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
 
 
 
 
@@ -36,42 +36,42 @@ After you click **Export Project**, there are still two important options left:
 
 
 .. image:: img/ios_export_file.png
 .. image:: img/ios_export_file.png
 
 
-.. note:: I chose the name **exported_xcode_project_name**, for this tutorial, 
-          but you will use your project's name. When you see **exported_xcode_project_name** 
+.. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
+          project's name. When you see **exported_xcode_project_name** 
           in the following steps, replace it with the name you used instead. 
           in the following steps, replace it with the name you used instead. 
 
 
-When the export completes, my folder looks like this:
+When the export completes, the output folder looks like this:
 
 
 .. image:: img/ios_export_output.png
 .. image:: img/ios_export_output.png
 
 
-Opening **exported_xcode_project_name.xcodeproj** lets me build and deploy my game
+Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy 
 like any other iOS app. 
 like any other iOS app. 
 
 
 
 
 Active development considerations
 Active development considerations
 ---------------------------------
 ---------------------------------
 
 
-The above method creates an exported project that I can build for release, but I
-have to re-export every time I make a change in Godot. 
+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, I can speed this process up by linking my Godot project
-files directly into my app. 
+While developing, you can speed this process up by linking your
+Godot project files directly into your app. 
 
 
 In the following example:
 In the following example:
 
 
   * **exported_xcode_project_name** is the name of the exported iOS application (as above). 
   * **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. 
+  * **godot_project_to_export** is the name of the Godot project. 
 
 
 Steps to link an Godot project folder to Xcode
 Steps to link an Godot project folder to Xcode
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
-1. Start from an exported iOS project like I created above.
+1. Start from an exported iOS project (follow the steps above).
 2. In Finder, drag the Godot project folder into the Xcode file browser. 
 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.png
 
 
 3. In the dialog, make sure **Create folder references** is selected. This means
 3. In the dialog, make sure **Create folder references** is selected. This means
-I can continue to edit my Godot project in its current location.
+you will be able to continue to edit your Godot project in its current location.
 
 
 .. image:: img/ios_export_file_ref.png
 .. image:: img/ios_export_file_ref.png
 
 
@@ -86,8 +86,8 @@ I can continue to edit my Godot project in its current location.
 
 
 .. image:: img/ios_export_set_path.png
 .. image:: img/ios_export_set_path.png
 
 
-That's it! I can now edit my project in the Godot editor and build it in Xcode when I 
-want to run it on a device. 
+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. 
 
 
 Services for iOS
 Services for iOS
 ----------------
 ----------------