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Improvements to iOS simulator build documentation
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@ -75,5 +75,24 @@ Note that you can only build the game for iOS on a computer running MacOS.
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1. Get Xcode from the app store on your MacOS Machine.
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2. Download the iPhone SDK (First thing that pops up in Xcode)
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3. Open up a terminal tab and run `lime test ios -xcode`
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4. You will need to sign your own copy in order to run the game with a real iOS device!
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4. You will need to sign your own copy in order to run the game with a real iOS device! That requires an Apple Developer account, sorry!
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- To run with an iOS simulator instead of `-xcode` use `-simulator`
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### iOS Troubleshooting
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- **A required plugin failed to load. Please ensure system content is up-to-date — try running 'xcodebuild -runFirstLaunch'.**
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Make sure you have the iOS SDK isntalled, see Step 2.
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- **error: No Accounts: Add a new account in Accounts settings. (in target 'Funkin' from project 'Funkin')**
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Open XCode, press CMD+, to open Settings, select Accounts, add an Apple ID.
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- error: No Account for Team "Z7G7AVNGSH". Add a new account in Accounts settings or verify that your accounts have valid credentials.
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Open `project.hxp` and change `IOS_TEAM_ID` to your personal team's ID.
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- error: Failed Registering Bundle Identifier: The app identifier "me.funkin.fnf" cannot be registered to your development team because it is not available.
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The Funkin' Crew are the only ones that can build an iOS app with the identifier `me.funkin.fnf`. Open `project.hxp` and change `PACKAGE_NAME` to a unique value.
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- error: No profiles for 'me.funkin.fnf' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'me.funkin.fnf'
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19
project.hxp
19
project.hxp
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@ -56,7 +56,7 @@ class Project extends HXProject
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/**
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* A package name used for identifying the app on various app stores.
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*/
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static final PACKAGE_NAME:String = "me.funkin.fnf";
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static final PACKAGE_NAME:String = "me.funkin.fnfxyz100";
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/**
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* The build's number and version code.
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@ -125,6 +125,11 @@ class Project extends HXProject
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*/
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static final ANDROID_TARGET_SDK_VERSION:Int = 35;
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/**
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* The team ID to use for the iOS app. Configured in XCode.
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*/
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static var IOS_TEAM_ID:String = "24PL72Q95R";
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/**
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* The block size of the ASTC compressed textures.
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* Higher block size means lower quality and lighter file size for the generated compressed textures.
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@ -437,7 +442,7 @@ class Project extends HXProject
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if (isIOS())
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{
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config.set("ios.non-exempt-encryption", "false");
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config.set("ios.team-id", "Z7G7AVNGSH");
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config.set("ios.team-id", IOS_TEAM_ID);
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launchStoryboard = new LaunchStoryboard();
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launchStoryboard.path = "./LaunchScreen.storyboard";
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@ -693,7 +698,10 @@ class Project extends HXProject
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FEATURE_POLYMOD_MODS.apply(this, true);
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FEATURE_FUNKVIS.apply(this, true);
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FEATURE_PARTIAL_SOUNDS.apply(this, true);
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FEATURE_VIDEO_PLAYBACK.apply(this, true);
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// Video playback should be enabled on desktop, web, and mobile.
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// HXCPP has trouble with iOS simulator builds though...
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FEATURE_VIDEO_PLAYBACK.apply(this, !isIOSSimulator());
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// Should be true on debug builds or if GITHUB_BUILD is enabled.
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FEATURE_DEBUG_FUNCTIONS.apply(this, isDebug() || GITHUB_BUILD.isEnabled(this));
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@ -1167,6 +1175,11 @@ class Project extends HXProject
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return this.target == Platform.IOS;
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}
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public function isIOSSimulator():Bool
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{
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return this.target == Platform.IOS && this.targetFlags.exists("simulator");
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}
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public function isHashLink():Bool
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{
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return this.targetFlags.exists("hl");
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@ -127,6 +127,7 @@ class IntroSubState extends MusicBeatSubState
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*/
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function onLightsEnd():Void
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{
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#if (html5 || hxvlc)
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if (vid != null)
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{
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#if hxvlc
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@ -136,6 +137,7 @@ class IntroSubState extends MusicBeatSubState
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vid.destroy();
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vid = null;
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}
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#end
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FlxG.camera.zoom = 1;
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