After exporting an iOS project, drag the Godot project folder ./project
into the root of Xcode's file browser, selecting Create folder references.
Move <project_name>.pck
to the trash.
Open <project_name>/Supporting Files/<project_name>-Info
, and add a new string entry with key godot_path
and value set to the project folder name project
.
Make sure the project folder doesn't have the same name as the project itself to avoid signing issues in Xcode.
We've recursively cloned godot-ios-plugins
into this directory and set the godot
submodule to the commit matching our current engine version.
git clone --recursive https://github.com/godotengine/godot-ios-plugins.git plugins/godot-ios-plugins
cd plugins/godot-ios-plugins/godot
git fetch
git checkout <godot_engine_commit>
To build the plugin, run the commands below:
scons platform=ios target=template_debug
cd .. # plugins/godot-ios-plugins
scons target=release_debug arch=arm64 simulator=no plugin=<plugin> version=4.0
./scripts/generate_static_library.sh <plugin> release_debug 4.0
./scripts/generate_xcframework.sh <plugin> release_debug 4.0
Then, rename ./bin/<plugin>.release_debug.xcframework
to ./bin/<plugin>.xcframework
and move the directory to the project's iOS plugin directory project/ios/plugins/
.
mv ./bin/<plugin>.release_debug.xcframework ../../project/ios/plugins/<plugin>/<plugin>.xcframework