.. _doc_one-click_deploy: One-click deploy ================ What is one-click deploy? ------------------------- One-click deploy is a feature that is available once a platform is properly configured and a supported device is connected to the computer. Since things can go wrong at many levels (platform may not be configured correctly, SDK may be incorrectly installed, device may be improperly configured, etc.), it's good to let the user know that it exists. After adding an Android export preset marked as Runnable, Godot can detect when a USB device is connected to the computer and offer the user to automatically export, install and run the project (in debug mode) on the device. This feature is called *one-click deploy*. .. note:: One-click deploy is only available once you've added an export template marked as **Runnable** in the Export dialog. You can mark several export presets as runnable, but only one preset per platform may be marked as runnable. If you mark a second preset in a given platform as runnable, the other preset will no longer be marked as runnable. Supported platforms ------------------- - **Android:** Exports the project with debugging enabled and runs it on the connected device. - Make sure to follow the steps described in :ref:`doc_exporting_for_android`. Otherwise, the one-click deploy button won't appear. - If you have more than one device connected, Godot will ask you which device the project should be exported to. - **iOS:** Exports the project with debugging enabled and runs it on the connected device or simulator. - Make sure to follow the steps described in :ref:`doc_exporting_for_ios`. Otherwise, the one-click deploy button won't appear. - For each new bundle identifier, export the project, open it in the Xcode, and build at least once to create new provisioning profile or create a provisioning profile in the Apple Developer account dashboard. - If you have more than one device connected, Godot will ask you which device the project should be exported to. - **Desktop platforms:** Exports the project with debugging enabled and runs it on the remove computer via SSH. - **HTML5:** Starts a local web server and runs the exported project by opening the default web browser. Using one-click deploy ---------------------- - **Android:** - Enable developer mode on your mobile device then enable USB debugging in the device's settings. - After enabling USB debugging, connect the device to your PC using a USB cable. - For advanced users, it should also be possible to use wireless ADB. - **iOS:** - Install Xcode, accept Xcode license and login with your Apple Developer account. - If you are using Xcode 14 or earlier, install `ios-deploy `__ and set path to `ios-deploy` in the Editor Settings (see `Export ⇾ iOS ⇾ iOS Deploy`). - For running on device: - Pair your mobile device with a Mac. - Enable developer mode on your device. - Device can be connected via USB or local network. - Make sure the device is on the same local network and a correct network interface is selected in the editor settings (see `Network ⇾ Debug ⇾ Remote Host`). By default, the editor is listening for `localhost` connections only. - For running in simulator: - Install and start simulator from the Xcode. - Device screen should be unlocked. - **Desktop platforms:** - Enable `SSH Remote Deploy` and configure connection settings in the project export setting. - Make sure there is an export preset marked as **Runnable** for the target platform (Android, iOS or HTML5). - If everything is configured correctly and with no errors, platform-specific icons will appear in the top-right corner of the editor. - Click the button to export to the desired platform in one click. .. image:: img/remote_debug.webp .. _doc_one-click_deploy_troubleshooting: Troubleshooting --------------- Android ^^^^^^^ If you can't see the device in the list of devices when running the ``adb devices`` command in a terminal, it will not be visible by Godot either. To resolve this: - Check if USB debugging is enabled *and authorized on the device*. Try unlocking your device and accepting the authorization prompt if you see any. If you can't see this prompt, running ``adb devices`` on your PC should make the authorization prompt appear on the device. - Try `revoking the debugging authorization `__ in the device's developer settings, then follow the steps again. - Try using USB debugging instead of wireless debugging or vice versa. Sometimes, one of those can work better than the other. - On Linux, you may be missing the required `udev rules `__ for your device to be recognized.