exporting_for_ios.rst 4.0 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 **App Store Team ID** and (Bundle) **Identifier** options in the **Application** category
  20. are required. Leaving them blank will cause the exporter to throw an error.
  21. After you click **Export Project**, there are still two important options left:
  22. * **Path** is an empty folder that will contain the exported Xcode project files.
  23. * **File** will be the name of the Xcode project and several project specific files and directories.
  24. .. image:: img/ios_export_file.png
  25. .. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
  26. project's name. When you see **exported_xcode_project_name**
  27. in the following steps, replace it with the name you used instead.
  28. .. note:: Avoid using spaces when you choose your **exported_xcode_project_name** as
  29. this can lead to corruption in your XCode project file.
  30. When the export completes, the output folder should look like this:
  31. .. image:: img/ios_export_output.png
  32. Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
  33. like any other iOS app.
  34. Active development considerations
  35. ---------------------------------
  36. The above method creates an exported project that you can build for
  37. release, but you have to re-export every time you make a change in Godot.
  38. While developing, you can speed this process up by linking your
  39. Godot project files directly into your app.
  40. In the following example:
  41. * **exported_xcode_project_name** is the name of the exported iOS application (as above).
  42. * **godot_project_to_export** is the name of the Godot project.
  43. .. note:: **godot_project_to_export** must not be the same as **exported_xcode_project_name**
  44. to prevent signing issues in Xcode.
  45. Steps to link a Godot project folder to Xcode
  46. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  47. 1. Start from an exported iOS project (follow the steps above).
  48. 2. In Finder, drag the Godot project folder into the Xcode file browser.
  49. .. image:: img/ios_export_add_dir.png
  50. 3. In the dialog, make sure **Create folder references** is selected. This means
  51. you will be able to continue to edit your Godot project in its current location.
  52. .. image:: img/ios_export_file_ref.png
  53. 4. See the **godot_project_to_export** folder in the Xcode file browser.
  54. 5. Delete **exported_xcode_project_name.pck** from the Xcode project.
  55. .. image:: img/ios_export_delete_pck.png
  56. 6. Open **exported_xcode_project_name-Info.plist** and add a string property named
  57. **godot_path** (this is the real key name) with a value **godot_project_to_export**
  58. (this is the name of your project)
  59. .. image:: img/ios_export_set_path.png
  60. That's it! You can now edit your project in the Godot editor and build it
  61. in Xcode when you want to run it on a device.
  62. Plugins for iOS
  63. ---------------
  64. Special iOS plugins can be used in Godot. Check out the
  65. :ref:`doc_plugins_for_ios` page.
  66. Troubleshooting rendering issues
  67. --------------------------------
  68. To improve out-of-the-box performance on mobile devices, Godot automatically
  69. uses low-end-friendly settings by default on both Android and iOS.
  70. This can cause rendering issues that do not occur when running the project on a
  71. desktop platform. See :ref:`doc_mobile_rendering_limitations` for more information.