You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The docs on exporting to iOS are partly outdated, and do not stress out the exact export steps in a user-friendly manner. Since there is no One-Click Deploy for iOS, and using Xcode is tricky, this should be updated to be easy to use and reliable.
The export dialog does some validation of the application identifier in 3.1, but AFAIK it does not validate other fields, while some of them are mandatory if you don't want to have weird errors in Xcode or when installing. This should be documented clearly (and ideally improved on the engine side too eventually, but for 3.1 we're running out of time).
The docs on exporting to iOS are partly outdated, and do not stress out the exact export steps in a user-friendly manner. Since there is no One-Click Deploy for iOS, and using Xcode is tricky, this should be updated to be easy to use and reliable.
See the discussion on godotengine/godot#17802.
The export dialog does some validation of the application identifier in 3.1, but AFAIK it does not validate other fields, while some of them are mandatory if you don't want to have weird errors in Xcode or when installing. This should be documented clearly (and ideally improved on the engine side too eventually, but for 3.1 we're running out of time).
CC @BastiaanOlij
The text was updated successfully, but these errors were encountered: