exporting_for_ios.rst 4.2 KB

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  1. .. _doc_exporting_for_ios:
  2. Exporting for iOS
  3. =================
  4. .. seealso::
  5. This page describes how to export a Godot project to iOS.
  6. If you're looking to compile export template binaries from source instead,
  7. read :ref:`doc_compiling_for_ios`.
  8. These are the steps to load a Godot project in Xcode. This allows you to
  9. build and deploy to an iOS device, build a release for the App Store, and
  10. do everything else you can normally do with Xcode.
  11. Requirements
  12. ------------
  13. - You must export for iOS from a computer running macOS with Xcode installed.
  14. - Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
  15. Export a Godot project to Xcode
  16. -------------------------------
  17. In the Godot editor, open the **Export** window from the **Project** menu. When the
  18. Export window opens, click **Add..** and select **iOS**.
  19. The following export options are required. Leaving any blank will cause the
  20. exporter to throw an error:
  21. * In the **Application** category
  22. * **App Store Team ID** and (Bundle) **Identifier**
  23. * Everything in the **Required Icons** category
  24. * Everything in the **Landscape Launch Screens** category
  25. * Everything in the **Portrait Launch Screens** category
  26. After you click **Export Project**, there are still two important options left:
  27. * **Path** is an empty folder that will contain the exported Xcode project files.
  28. * **File** will be the name of the Xcode project and several project specific files and directories.
  29. .. image:: img/ios_export_file.png
  30. .. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
  31. project's name. When you see **exported_xcode_project_name**
  32. in the following steps, replace it with the name you used instead.
  33. .. note:: Avoid using spaces when you choose your **exported_xcode_project_name** as
  34. this can lead to corruption in your XCode project file.
  35. When the export completes, the output folder should look like this:
  36. .. image:: img/ios_export_output.png
  37. Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
  38. like any other iOS app.
  39. Active development considerations
  40. ---------------------------------
  41. The above method creates an exported project that you can build for
  42. release, but you have to re-export every time you make a change in Godot.
  43. While developing, you can speed this process up by linking your
  44. Godot project files directly into your app.
  45. In the following example:
  46. * **exported_xcode_project_name** is the name of the exported iOS application (as above).
  47. * **godot_project_to_export** is the name of the Godot project.
  48. .. note:: **godot_project_to_export** must not be the same as **exported_xcode_project_name**
  49. to prevent signing issues in Xcode.
  50. Steps to link a Godot project folder to Xcode
  51. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  52. 1. Start from an exported iOS project (follow the steps above).
  53. 2. In Finder, drag the Godot project folder into the Xcode file browser.
  54. .. image:: img/ios_export_add_dir.png
  55. 3. In the dialog, make sure **Create folder references** is selected. This means
  56. you will be able to continue to edit your Godot project in its current location.
  57. .. image:: img/ios_export_file_ref.png
  58. 4. See the **godot_project_to_export** folder in the Xcode file browser.
  59. 5. Delete **exported_xcode_project_name.pck** from the Xcode project.
  60. .. image:: img/ios_export_delete_pck.png
  61. 6. Open **exported_xcode_project_name-Info.plist** and add a string property named
  62. **godot_path** (this is the real key name) with a value **godot_project_to_export**
  63. (this is the name of your project)
  64. .. image:: img/ios_export_set_path.png
  65. That's it! You can now edit your project in the Godot editor and build it
  66. in Xcode when you want to run it on a device.
  67. Plugins for iOS
  68. ---------------
  69. Special iOS plugins can be used in Godot. Check out the
  70. :ref:`doc_plugins_for_ios` page.
  71. Troubleshooting rendering issues
  72. --------------------------------
  73. To improve out-of-the-box performance on mobile devices, Godot automatically
  74. uses low-end-friendly settings by default on both Android and iOS.
  75. This can cause rendering issues that do not occur when running the project on a
  76. desktop platform. See :ref:`doc_mobile_rendering_limitations` for more information.