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Created March 3, 2020 03:22
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Build and Run Godot Games on iOS without a Paid Apple Dev Account

Godot Games on iOS without an Apple Paid Developer Account

Prerequist

  • A Mac and some iDevice (ios 8 +) if you want to try it physically
  • Xcode and the common tools (run it once)
  • Godot Engine 3.1.1 (+?) (Will probably work on other version but it's the version I tried that)

Steps

  1. Create a Personal Team with your Standard Apple account and Generate a Certificate for your Computer. (Google it)

  2. Export for iOS your Godot Game.

    • You can write random stuff in the text field "App Store Team Id"
    • Make sure to select any required icon. I use a random png with the wrong size because I'm gonna use a website to generate the good icon size : https://appicon.co/#app-iconYou I'll show in a next step how to use the generated zip.
    • Enter an identifier for your app. For example "com.yournickname.gamename.dev"
    • In "Capabilities" make sure everything is unchecked, there is only "Game Center" to uncheck in my Godot Version.
  3. It will export multiple file in the folder you selected. A static library .a that contain the Godot engine, a .pck that contain all your project (assets, config, scenes, scripts etc ...) and a .xcodeproj to open the Xcode Project.

  4. Open the Xcode Project, we will need to configure it.

  5. Click on "yourgamename project" on the left panel and go in the tab "Signing & Capabilities" then edit the Team field to select your Personal Team

  6. Remove the capabilities that your "Personal Team" do not handle. I had to remove In-App Purchase and Push Notification (If there is more remove them).

  7. In the Tab "Build Phases" in "Link Binary With Libraries" add the library "StoreKit.framework"

  8. Extract your icons zip and copy the folder "AppIcon.appiconset" and paste and overwrite the folder in "GameName\Images.xcassets\AppIcon.appiconset". Now your game will have all the required icons for Apple platforms.

  9. You can select any device connected to your Mac to run the app. You can build it and it will install it on your iDevice. Make sure to autorise your certificate on your iDevice to run the app.

  10. BONUS : if you export again the godot to iOS you will have to redo everything, so just export and override the old pck, and rebuild the game in

UPDATE 3.2.beta1

In the Godot 3.2.beta1 i found that ARMV7 doesn't work anymore, and that you need to link ARKit.framework too, and godot engine will ask for camera permission at the application run. And the game is much more slower than 3.1 with my iPad Air (1st gen)

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