EditorExportPlatformIOS in Godot – Complete Guide

Exporting your game to various platforms is a necessary step in the development process, enabling you to share your creations with the world. For iOS developers, mastering this process is particularly essential due to the platform’s unique requirements and large user base. In this tutorial, we’ll dive into the EditorExportPlatformIOS class in Godot 4, providing you with the knowledge to efficiently configure and export your Godot games to iOS devices.

What Is EditorExportPlatformIOS?

The EditorExportPlatformIOS class in Godot 4 is a specialized tool designed for handling the exportation of games to the iOS platform. It is part of the robust Godot engine, inheriting from the EditorExportPlatform class.

What Is It For?

This class plays a crucial role in managing various iOS-specific export settings such as app identifiers, signatures, provisioning profiles, capabilities, and icon settings. Its purpose is to streamline the export process, ensuring your game meets all necessary criteria for successful deployment onto iOS devices.

Why Should I Learn It?

Understanding the EditorExportPlatformIOS class is invaluable for several reasons:

  • **Efficiency**: By knowing the ins and outs of this class, you can save time and avoid common pitfalls when exporting your projects.
  • **Confidence**: Gain the assurance needed to tackle the often-intimidating process of iOS app submission.
  • **Control**: This knowledge enables you to fine-tune your export settings, ensuring your game makes the most of iOS features and performs optimally on Apple devices.

Learning to use the EditorExportPlatformIOS class equips you with the necessary skills to take your Godot projects from development to the hands of players on one of the largest mobile markets. Whether you’re early in your coding journey or already have a few games under your belt, mastering iOS exports with Godot can be an extremely beneficial skill. Let’s get started!

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Setting Up Your iOS Export in Godot

Before you can export your game to iOS, you must ensure that you have the proper export templates installed. Here’s a simple code snippet to check if the iOS export template is installed:

var export_plugin = EditorPlugin.new()
if export_plugin.get_export_presets().has("iOS"):
    print("iOS export template is installed!")
    print("iOS export template is not installed.")

After verifying the installation, you can set basic export settings programmatically:

var ios_export = EditorExportPlatformIOS.new()

The above code defines the name of the exported .ipa file, sets your development team identifier, and sets the unique bundle identifier for your game.

Configuring Icons and Launch Images

For your game to have a professional look on the iOS platform, you need to set up icons and launch images correctly. Here’s how you can assign an icon and a launch screen:


The `icon.png` and `launch_screen.png` need to be valid paths to your game’s icon and launch image files, respectively.

Enabling iOS Capabilities

iOS capabilities, like Game Center or Push Notifications, require additional settings:


Enable the capabilities you intend to use in your game with the appropriate method calls on the ios_export instance.

Code Signing and Provisioning Profiles

For a game to run on an actual iOS device, code signing is mandatory. Here’s an example of how to set up your code signing within Godot:

ios_export.set_code_sign_identity("iPhone Developer: Your Name (TEAM_ID)")

In the code above, we’ve enabled code signing, set the code sign identity with your developer information, and specified the path to the provisioning profile that you should have obtained from your Apple Developer account.

Remember to replace `iPhone Developer: Your Name (TEAM_ID)` with your actual developer credentials and the path to your provisioning profile accordingly.

With these configurations in place, you’re now ready to start the export process from Godot to iOS. Stick to these basics and you’ll find the transition to the iOS platform a smooth and manageable process. In our next section, we’ll tackle advanced configurations and scripting for enhanced conversion and optimization of your game for iOS users.Continuing with our dive into the capabilities of the EditorExportPlatformIOS class, let’s explore how to deal with advanced configurations, optimization, and scripting enhancements to further refine your game’s export to iOS.

Advanced Export Configuration with Plist

The property list file, or plist, contains critical configuration settings for your iOS application. Using script, you can modify the plist for your export:

var plist_content = ios_export.get_info_plist()
plist_content["CFBundleEnableStatustics"] = true

In this example, we’re enabling app statistics by manipulating the plist directly from the script.

Handling Different Device Orientations

It is crucial to determine the supported device orientations for your game. This snippet shows how you can enable both portrait and landscape modes:


This command ensures that your game is displayed correctly whether the user is holding their device upright or sideways.

Handling App Store Categories

Selecting an appropriate category for your game is vital for App Store visibility. Configure this programmatically as follows:


This line categorizes your application within the ‘Games’ section of the App Store.

Setting up Custom Frameworks and Libraries

If your game requires custom frameworks or libraries, adding them is straightforward:


The custom resources will be included in the export, ensuring they’re available when the application runs on an iOS device.

Exporting for Different iOS Versions

Ensuring compatibility with different iOS versions is essential for reaching the widest audience. Here’s how to specify the target iOS version:


This will ensure that your game only installs on devices running iOS 10.0 or higher.

Advanced Scripting for Export Logic

Sometimes you might want to have scripts that only run during the export process. In Godot, you can check if the engine is in export mode with:

if Engine.exporting:
    # Perform export-specific tasks

This could include loading lower-resolution textures or disabling certain features to optimize your game for mobile platforms.

Automating Exports with Scripts

Finally, if you find yourself exporting your game to iOS frequently, automating the process with scripts can save you a great deal of time. Here’s a basic example of exporting programmatically:

var pack_preset = export_plugin.get_export_preset("iOS")
var export_task = export_plugin.create_export_task(pack_preset, "MyGame.ipa")

This script initiates an export task using the “iOS” preset settings you’ve configured and begins the export asynchronously.

With these advanced configurations and scripts, your workflow will become more efficient, and your game’s transition to the iOS App Store will be smoother. All it takes is a bit of understanding of the powerful EditorExportPlatformIOS class and the willingness to delve into scripting within the Godot environment. Now go out there and bring your game to the diverse and expansive world of iOS!

Optimizing Performance for iOS Exports

To ensure your game runs smoothly on various iOS devices, you might need to adjust certain settings to optimize performance. Let’s look into some scripting examples that could help achieve better performance on the iOS platform.

Reducing Texture Size

Reducing texture sizes can greatly improve performance, especially on devices with less memory. You can set the texture export mode to compress your textures like so:


This code snippet will ensure that all your textures are compressed during export, saving memory and possibly improving frame rates.

Disabling Unused Features

Features that are not used in your game can be disabled to optimize the export. For example, if your game doesn’t use physics, it might be beneficial to disable physics processing:

ios_export.set_feature("physics", false)

By disabling unused features, you’re reducing the overall code footprint which can lead to performance gains.

Setting Up Custom Xcode Build Flags

Some performance optimizations can be accomplished through specific Xcode build flags. Here’s how you can add a custom flag:


This flag tells the compiler to optimize the binary for performance, potentially making your game run faster.

Enabling Bitcode

Bitcode is an intermediate representation of a compiled program. Enabling bitcode can make your app more optimized for the App Store:


With bitcode enabled, Apple can re-optimize your app binary in the future without the need to submit a new version.

Improving Export Workflow

Next, we’ll discuss some useful scripting techniques that improve the iOS export workflow in Godot.

Automating Device Testing

You might want to create an export that’s easily installable for testing on an iOS device. Here’s how to script an export and open it in Xcode:

var xcode_export_preset = export_plugin.get_export_preset("iOS")
var xcode_export_task = export_plugin.create_export_task(xcode_export_preset, "XcodeProject")

# After the task is completed, you can open the Xcode project.
OS.shell_open("open XcodeProject.xcodeproj")

This snippet automatically creates an Xcode project after the export task is finished and opens it for you to run on a connected device.

Version and Build Number Incrementation

To keep track of different builds, incrementing the version and build numbers can be quite useful:

var current_version = ios_export.get_version()
var current_build = ios_export.get_version_code()

ios_export.set_version_code(current_build + 1)

# Custom function to increment version string
func increment_version_string(version):
    var version_parts = version.split(".")
    var patch_number = int(version_parts[2]) + 1
    return "%s.%s.%d" % [version_parts[0], version_parts[1], patch_number]

The function `increment_version_string` is a custom method that you’ll need to implement to increment your version number correctly.

Generating and Assigning Provisioning Profiles

Managing provisioning profiles can be tedious. Automating the retrieval and assignment of these profiles can streamline the process:

# Assuming you have a method to retrieve the provisioning profile
var provisioning_profile = get_provisioning_profile_from_server()


This example assumes you have a remote server from which you can fetch the latest provisioning profile for your game.

Creating and Using Export Presets

Managing different export configurations for development, testing, and production can be simplified by creating and using export presets:

var dev_preset = export_plugin.create_export_preset("iOS", "Development")

var release_preset = export_plugin.create_export_preset("iOS", "Release")

export_plugin.save_export_preset(dev_preset, "presets/dev.preset")
export_plugin.save_export_preset(release_preset, "presets/release.preset")

These code snippets demonstrate creating two distinct presets for different purposes, which can then be saved and reused as needed.

With these examples, you’re equipped to enhance not only the performance of your iOS exports but also optimize your overall workflow, making the process of testing, building, and releasing your game as seamless as possible. Remember, frequent testing and iteration are key to any successful game development cycle, particularly when deploying across different platforms like iOS. With these automation techniques, you’ll spend less time on the technicalities and more time on creative development.

Furthering Your Godot Development Journey

Mastering the art of exporting your games to iOS with Godot is just the beginning of your game development journey. If you’re eager to keep learning and expand your skill set, our Godot Game Development Mini-Degree is the perfect next step. This comprehensive program covers everything from utilizing 2D and 3D assets to mastering the GDScript programming language. You’ll gain hands-on experience by creating your own cross-platform games, and the flexible course structure accommodates both beginners and more advanced developers.

For those wanting to delve even deeper into Godot’s capabilities, we offer a plethora of courses tailored to your interests and experience level in our broader collection of Godot courses. Whether you’re aiming to enhance your portfolio, tackle new challenges, or simply continue your programming and game creation education, Zenva is here to support your growth. Transform your curiosity into expertise, and your passion into creation with Zenva’s learning ecosystem. Explore our courses and keep building the skills that will shape your future in the game development industry.


As you’ve seen, exporting your Godot game to iOS is a multi-faceted process that opens up a world of possibilities. With the knowledge of how to utilize the EditorExportPlatformIOS class effectively, you’re on the right path to bring your gaming visions to life on one of the most dynamic and widespread platforms out there. The journey doesn’t end here, though – it’s an ongoing adventure of learning, coding, and creating.

We at Zenva are committed to equipping you with the skills you need to turn your game development dreams into reality. Whether you’re just starting out or looking to add advanced techniques to your repertoire, our Godot Game Development Mini-Degree is designed to provide a structured, engaging learning experience. Join our thriving community of developers, take the next step in your professional journey, and let’s create amazing games together. Your future in game development awaits, and it’s brighter than ever with Zenva by your side.

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