exporting_for_ios.rst 5.0 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. .. attention::
  12. Projects written in C# using Godot 4 currently cannot be exported to iOS.
  13. To use C# on iOS, use Godot 3 instead.
  14. Requirements
  15. ------------
  16. - You must export for iOS from a computer running macOS with Xcode installed.
  17. - Download the Godot export templates. Use the Godot menu: Editor > Manage Export Templates
  18. Export a Godot project to Xcode
  19. -------------------------------
  20. In the Godot editor, open the **Export** window from the **Project** menu. When the
  21. Export window opens, click **Add..** and select **iOS**.
  22. The **App Store Team ID** and (Bundle) **Identifier** options in the **Application** category
  23. are required. Leaving them blank will cause the exporter to throw an error.
  24. .. note:: | If you encounter an error during export similar to
  25. | ``JSON text did not start with array or object and option to allow fragments not set``
  26. | then it might be due to a malformated **App Store Team ID**!
  27. | The exporter expects a (10 characters long) code like ``ABCDE12XYZ`` and not, e.g., your name as Xcode likes to display in the *Signing & Capabilities* tab.
  28. | You can find the code over at `developer.apple.com <https://developer.apple.com/account/resources/certificates/list>`_ next to your name in the top right corner.
  29. After you click **Export Project**, there are still two important options left:
  30. * **Path** is an empty folder that will contain the exported Xcode project files.
  31. * **File** will be the name of the Xcode project and several project specific files and directories.
  32. .. image:: img/ios_export_file.png
  33. .. note:: This tutorial uses **exported_xcode_project_name**, but you will use your
  34. project's name. When you see **exported_xcode_project_name**
  35. in the following steps, replace it with the name you used instead.
  36. .. note:: Avoid using spaces when you choose your **exported_xcode_project_name** as
  37. this can lead to corruption in your XCode project file.
  38. When the export completes, the output folder should look like this:
  39. .. image:: img/ios_export_output.png
  40. Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
  41. like any other iOS app.
  42. Active development considerations
  43. ---------------------------------
  44. The above method creates an exported project that you can build for
  45. release, but you have to re-export every time you make a change in Godot.
  46. While developing, you can speed this process up by linking your
  47. Godot project files directly into your app.
  48. In the following example:
  49. * **exported_xcode_project_name** is the name of the exported iOS application (as above).
  50. * **godot_project_to_export** is the name of the Godot project.
  51. .. note:: **godot_project_to_export** must not be the same as **exported_xcode_project_name**
  52. to prevent signing issues in Xcode.
  53. Steps to link a Godot project folder to Xcode
  54. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  55. 1. Start from an exported iOS project (follow the steps above).
  56. 2. In Finder, drag the Godot project folder into the Xcode file browser.
  57. .. image:: img/ios_export_add_dir.png
  58. 3. In the dialog, make sure **Create folder references** is selected. This means
  59. you will be able to continue to edit your Godot project in its current location.
  60. .. image:: img/ios_export_file_ref.png
  61. 4. See the **godot_project_to_export** folder in the Xcode file browser.
  62. 5. Delete **exported_xcode_project_name.pck** from the Xcode project.
  63. .. image:: img/ios_export_delete_pck.png
  64. 6. Open **exported_xcode_project_name-Info.plist** and add a string property named
  65. **godot_path** (this is the real key name) with a value **godot_project_to_export**
  66. (this is the name of your project)
  67. .. image:: img/ios_export_set_path.png
  68. That's it! You can now edit your project in the Godot editor and build it
  69. in Xcode when you want to run it on a device.
  70. Plugins for iOS
  71. ---------------
  72. Special iOS plugins can be used in Godot. Check out the
  73. :ref:`doc_plugins_for_ios` page.
  74. Environment variables
  75. ---------------------
  76. You can use the following environment variables to set export options outside of
  77. the editor. During the export process, these override the values that you set in
  78. the export menu.
  79. .. list-table:: iOS export environment variables
  80. :header-rows: 1
  81. * - Export option
  82. - Environment variable
  83. * - Encryption / Encryption Key
  84. - GODOT_SCRIPT_ENCRYPTION_KEY
  85. * - Options / Application / Provisioning Profile UUID Debug
  86. - GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG
  87. * - Options / Application / Provisioning Profile UUID Release
  88. - GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE