exporting_for_ios.rst 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105
  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: **App Store Team ID** and (Bundle) **Identifier**
  22. * Everything in the **Required Icons** category
  23. * Everything in the **Landscape Launch Screens** category
  24. * Everything in the **Portrait Launch Screens** category
  25. After you click **Export Project**, there are still two important options left:
  26. * **Path** is an empty folder that will contain the exported Xcode project files.
  27. * **File** will be the name of the Xcode project and several project specific files and directories.
  28. .. image:: img/ios_export_file.png
  29. .. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
  30. project's name. When you see **exported_xcode_project_name**
  31. in the following steps, replace it with the name you used instead.
  32. .. note:: Avoid using spaces when you choose your **exported_xcode_project_name** as
  33. this can lead to corruption in your XCode project file.
  34. When the export completes, the output folder should look like this:
  35. .. image:: img/ios_export_output.png
  36. Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
  37. like any other iOS app.
  38. Active development considerations
  39. ---------------------------------
  40. The above method creates an exported project that you can build for
  41. release, but you have to re-export every time you make a change in Godot.
  42. While developing, you can speed this process up by linking your
  43. Godot project files directly into your app.
  44. In the following example:
  45. * **exported_xcode_project_name** is the name of the exported iOS application (as above).
  46. * **godot_project_to_export** is the name of the Godot project.
  47. .. note:: **godot_project_to_export** must not be the same as **exported_xcode_project_name**
  48. to prevent signing issues in Xcode.
  49. Steps to link a Godot project folder to Xcode
  50. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  51. 1. Start from an exported iOS project (follow the steps above).
  52. 2. In Finder, drag the Godot project folder into the Xcode file browser.
  53. .. image:: img/ios_export_add_dir.png
  54. 3. In the dialog, make sure **Create folder references** is selected. This means
  55. you will be able to continue to edit your Godot project in its current location.
  56. .. image:: img/ios_export_file_ref.png
  57. 4. See the **godot_project_to_export** folder in the Xcode file browser.
  58. 5. Delete **exported_xcode_project_name.pck** from the Xcode project.
  59. .. image:: img/ios_export_delete_pck.png
  60. 6. Open **exported_xcode_project_name-Info.plist** and add a string property named
  61. **godot_path** (this is the real key name) with a value **godot_project_to_export**
  62. (this is the name of your project)
  63. .. image:: img/ios_export_set_path.png
  64. That's it! You can now edit your project in the Godot editor and build it
  65. in Xcode when you want to run it on a device.
  66. Plugins for iOS
  67. ---------------
  68. Special iOS plugins can be used in Godot. Check out the
  69. :ref:`doc_plugins_for_ios` page.