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Implement iOS one-click deploy. #70662
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@punto- You mentioned this in a chat. Feel free to test it. |
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Is this making it into official builds anytime soon? 4.1 ? |
4.1 is in feature freeze, so this won't be merged until after 4.1. This PR also needs to be tested – you can help 🙂 |
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Looks good to me from a cursory check, though TIWAGOS, I'm not an expert.
Should be good to merge after 4.1 is released, so we can document it and test it throughly for 4.2.
@bruvzg Needs a rebase and addressing Akien's comment. |
Thanks! |
Nice! |
First, this works great! A huge timesaver! (Godot v4.2.stable - macOS 14.1.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1 Pro, Version 14.1 (Build 23B74)) - Apple M1 Pro (10 Threads)) The issue is that even in GLES3 (Compatibility) the "ALERT! Your GPU (Apple A9 GPU) does not support the following issues which are required to use Vulkan-based renderers in Godot" shows up which is unexpected because I thought that GLES3 was not Vulkan based. EDIT: I'm using Xcode 15.0.1, deploying to iOS 15.8 |
Make sure your |
Fixed. Thanks @Calinou. |
Super excited when I heard about the new one-click deploy to iOS feature in 4.2 but does anyone have step-by-step instructions for how to use it / troubleshooting? I tried it but can't get it to work. The button for it is still grayed out and says "No Remote Debug export presets configured". I've set up the iOS export preset and set it to "Runnable" I'm using: Side note: |
iOS 17+ require a new interface (introduced in Xcode 15), which was not included in 4.2 (implemented in #85546). |
@bruvzg Ok thank you for the note! I'm using Xcode 14.2, so I'll try it with another device using an older iOS version and report back :) |
Following up on my previous comment #70662 (comment) -- I tried with my older iPad, but still haven't been able to get one-click-deploy to iOS to work. The button for it is still grayed out and says "No Remote Debug export presets configured". I'm using: I've set up the iOS export preset and set it to "Runnable" |
Follow the instructions in #62929. |
Information about this should really be added to the one click deploy docs page. |
I'm still trying to figure out how to get this working but why exclude the simulator builds from the official template? Because of size? If so, why not have different versions of it? imo if I'm exporting my project I'd much rather opt for convenience, which means having the official templates include all platforms. |
OSXcross used to build official templates (on Linux) can't build it. |
Quick question guys, why does the remote debug not work if i do the one click deploy on iOS? The debug console does not print anything and if i do changes in the scene it does on update on the phone, it does work on Android via cable though. |
Updated and improved version of #33086
Implements godotengine/godot-proposals#3506, one click deploy and remote debug for iOS devices and simulator.
To use:
Xcode
(not command line tools) should be installed.ios-deploy
should be installed and path added to the editor settings (Export ⇾ iOS ⇾ iOSDeploy
).Settings ⇾ General ⇾ VPN & Device Management
), and screen unlocked.Network ⇾ Debug ⇾ Remote Host
). By default, the editor is listening for localhost connections only.Note: official export templates do not include arm64 simulator binary due to OSXCross limitations, so to use simulator on Apple Silicon Macs a custom build should be used (build flags
platform=ios ios_simulator=yes arch=arm64
).