0 votes

First of all I have to thank this community for all the help I have received in carrying out my project, they have resolved one question after another.

I am developing a game and I have managed to export to android without any problem, the game works and everything is luxurious.

The problem comes when I want to export my project to iphone, wanting to do it I have failed in several attempts and in several ways.

First attempt (epic failure): I followed the steps indicated in the tutorial to export to iOS, use the "Godotv2.1.4-stableexporttemplates" (yes, I am using godot 2.1.4 because there I started my project months ago) for it in the Xcode 8.0, then I proceeded to compile and it says "godotopt.iphone does not have an architecture that [iphone device name] can execute", I read a lot about this but nothing solved my problem.
Then I saw this video that seemed to be a ray of hope: https://www.youtube.com/watch?v=u6IMXYGVPoE (sorry for this link format;))
And I saw that before building the project, in minute 5, he activates the "Automatically manage signing" and then he puts his apple account and so on, I did the same but he indicates problems in which I do not have devices registered in my account and I can not do it because I'm using VM-Oracle to emulate the max OSX El Capitan, anyway the error always persisted, "godot_opt.iphone does have an architecture that [iphone device name] can execute".

Second attempt (epic failure x 2): another ray of light was presented, godot 3.0.2 had been released, I rushed to download to know if it could be exported in a simpler way from there and if ... I saw that now brought in the export menu the ability to do it to iOS, I was very happy and tried it, he told me that the templates were corrupt and in the debugger it says: "APP Team Store ID not specified - can not configure the project", well, at this point I went into steel nerves mode and investigated what was going on.
I do not know if I investigate wrong, read wrong or visit the wrong sites but I read that I must get a developer membership (which costs $ 99 per year) to get the much needed team id ...
When I thought of it a bit further, this same account seems to be the one needed in the "Signin Automatically" of Xcode that is shown in the video that I saw on the first attempt, this account seems to be of vital importance so: Is that so? So ... I need to buy this membership? with that I can finally export to iOS?

Well that is my doubt, forgive if the thing is very obvious but I need your help and thank you.
This is the final boss of my project and I do not know how to defeat it ... y.y

Programs and other used in the failed experiments:
1st) Godot 2.1.4 stable with its templates, Xcode8.0, Mac OsX El Capitan 10.11.6 in VM Oracle
2nd) Godot 3.0.2 and its templates, same Xcode, same OSX

(Sorry for the bad english)

in Engine by (36 points)
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1 Answer

+1 vote
Best answer

In short - yes you need to buy the Apple account to deploy to iOS.

This is not because of Godot, it's Apple's policy.

by (140 points)
selected by
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