Add build so that it can be reused.

fix issue

update

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lint

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update with only 1 action

Revert "try at root lvl"

This reverts commit 0c46c0af695f265b288923d90162a7fad3c2e2d6.

try at root lvl

check to see if works with 4.2

upd

update gdextension location to root

upd

upd

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upd

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upd

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fix

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upd

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rename

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Add build so that it can be reused.

fix issue

update

Update action.yml

lint

Update action.yml

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Update build.yml

Update action.yml

Update action.yml

update with only 1 action

Revert "try at root lvl"

This reverts commit 0c46c0af695f265b288923d90162a7fad3c2e2d6.

try at root lvl

check to see if works with 4.2

upd

update gdextension location to root

upd

upd

Update action.yml

Update action.yml

Update action.yml

Update action.yml

Update action.yml

upd

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upd

upd

fix

update with matrixes

upd

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upd

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rename

update thirdparty

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update readme.

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upd binary name

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upd

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remove -

upd

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upd

add thirdparty. Update info about where the script comes from.

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update

upd

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update readme

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update

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try debug symbols

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update

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use macos 14.3. See if anything changes

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try sudo in sh

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try to staple too?

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update readme.

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upd binary name

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upd

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remove -

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update readme

upd

add thirdparty. Update info about where the script comes from.

Update action.yml

Update builds.yml

update

upd

Update action.yml

update readme

Update action.yml

update

Co-Authored-By: Patrick Exner (FlameLizard) <patrick.exner1@web.de>
pull/23/head
Dragos Daian 2023-12-08 15:44:17 +01:00
parent bdaaac67d3
commit 8f3f206ee4
8 changed files with 617 additions and 98 deletions

110
.github/actions/build/action.yml vendored Normal file
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@ -0,0 +1,110 @@
name: GDExtension Build
description: Build GDExtension
inputs:
platform:
required: true
description: Target platform.
arch:
required: true
description: Target architecture.
godot-cpp-location:
default: 'godot-cpp'
description: godot-cpp source code location.
float-precision:
default: 'single'
description: Float precision (single or double).
build-target-type:
default: 'template_debug'
description: Build type (template_debug or template_release).
scons-cache:
default: .scons-cache/
description: Scons cache location.
em_version:
default: 3.1.39
description: Emscripten version.
em_cache_folder:
default: emsdk-cache
description: Emscripten cache folder.
runs:
using: composite
steps:
# Android only
- name: Android - Set up Java 11
uses: actions/setup-java@v3
if: ${{ inputs.platform == 'android' }}
with:
distribution: temurin
java-version: 11
- name: Android - dependencies
uses: nttld/setup-ndk@v1
if: ${{ inputs.platform == 'android' }}
with:
ndk-version: r23c
link-to-sdk: true
# Linux only
- name: Linux - dependencies
if: ${{ inputs.platform == 'linux' }}
shell: sh
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config
# Web only
- name: Web - Set up Emscripten latest
if: ${{ inputs.platform == 'web' }}
uses: mymindstorm/setup-emsdk@v13
with:
version: ${{ inputs.em_version }}
actions-cache-folder: ${{ inputs.em_cache_folder }}.${{ inputs.float-precision }}.${{ inputs.build-target-type }}
- name: Web - Verify Emscripten setup
if: ${{ inputs.platform == 'web' }}
shell: sh
run: |
emcc -v
# Windows only
- name: Windows - Setup MinGW for Windows/MinGW build
uses: egor-tensin/setup-mingw@v2
if: ${{ inputs.platform == 'windows' }}
with:
version: 12.2.0
# Dependencies of godot
# Use python 3.x release (works cross platform)
- name: Set up Python 3.x
uses: actions/setup-python@v4
with:
# Semantic version range syntax or exact version of a Python version
python-version: "3.x"
# Optional - x64 or x86 architecture, defaults to x64
architecture: "x64"
- name: Setup scons
shell: bash
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
scons --version
# Build
- name: Cache .scons_cache
uses: actions/cache@v3
with:
path: |
${{ github.workspace }}/${{ inputs.gdextension-location }}/${{ inputs.scons-cache }}/
${{ github.workspace }}/${{ inputs.godot-cpp }}/${{ inputs.scons-cache }}/
key: ${{ inputs.platform }}_${{ inputs.arch }}_${{ inputs.float-precision }}_${{ inputs.build-target-type }}_cache
# Build godot-cpp
- name: Build godot-cpp Debug Build
shell: sh
env:
SCONS_CACHE: ${{ github.workspace }}/${{ inputs.godot-cpp }}/${{ inputs.scons-cache }}/
run: |
scons target=${{ inputs.build-target-type }} platform=${{ inputs.platform }} arch=${{ inputs.arch }} generate_bindings=yes precision=${{ inputs.float-precision }}
working-directory: ${{ inputs.godot-cpp }}
# Build gdextension
- name: Build GDExtension Debug Build
shell: sh
env:
SCONS_CACHE: ${{ github.workspace }}/${{ inputs.gdextension-location }}/${{ inputs.scons-cache }}/
run: |
scons target=${{ inputs.build-target-type }} platform=${{ inputs.platform }} arch=${{ inputs.arch }} precision=${{ inputs.float-precision }} production=yes
working-directory: ${{ inputs.gdextension-location }}

179
.github/actions/sign/action.yml vendored Normal file
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@ -0,0 +1,179 @@
# This file incorporates work covered by the following copyright and permission notice:
#
# Copyright (c) Mikael Hermansson and Godot Jolt contributors.
# Copyright (c) Dragos Daian.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy of
# this software and associated documentation files (the "Software"), to deal in
# the Software without restriction, including without limitation the rights to
# use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
# the Software, and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
# FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
# COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
# IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
# CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
name: GDExtension Sign
description: Sign Mac GDExtension
inputs:
FRAMEWORK_PATH:
description: The path of the artifact. Eg. bin/addons/my_addon/bin/libmy_addon.macos.template_release.universal.framework
required: true
SIGN_FLAGS:
description: The extra flags to use. Eg. --deep
required: false
APPLE_CERT_BASE64:
required: true
description: Base64 file from p12 certificate.
APPLE_CERT_PASSWORD:
required: true
description: Password set when creating p12 certificate from .cer certificate.
APPLE_DEV_PASSWORD:
required: true
description: Apple App-Specific Password. Eg. abcd-abcd-abcd-abcd
APPLE_DEV_ID:
required: true
description: Email used for Apple Id. Eg. email@provider.com
APPLE_DEV_TEAM_ID:
required: true
description: Apple Team Id. Eg. 1ABCD23EFG
APPLE_DEV_APP_ID:
required: true
description: |
Certificate name from get info -> Common name . Eg. Developer ID Application: Common Name (1ABCD23EFG)
outputs:
zip_path:
value: ${{ steps.sign.outputs.path }}
runs:
using: composite
steps:
- name: Sign
id: sign
shell: pwsh
run: |
#!/usr/bin/env pwsh
# Copyright (c) Mikael Hermansson and Godot Jolt contributors.
# Permission is hereby granted, free of charge, to any person obtaining a copy of
# this software and associated documentation files (the "Software"), to deal in
# the Software without restriction, including without limitation the rights to
# use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
# the Software, and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
# FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
# COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
# IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
# CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# Taken from https://github.com/godot-jolt/godot-jolt/blob/master/scripts/ci_sign_macos.ps1
Set-StrictMode -Version Latest
$ErrorActionPreference = "Stop"
$CodesignPath = Get-Command codesign | Resolve-Path
$CertificateBase64 = "${{inputs.APPLE_CERT_BASE64}}"
$CertificatePassword = "${{inputs.APPLE_CERT_PASSWORD}}"
$CertificatePath = [IO.Path]::ChangeExtension((New-TemporaryFile), "p12")
$Keychain = "ephemeral.keychain"
$KeychainPassword = (New-Guid).ToString().Replace("-", "")
$DevId = "${{ inputs.APPLE_DEV_ID }}"
$DevTeamId = "${{ inputs.APPLE_DEV_TEAM_ID }}"
$DevPassword = "${{ inputs.APPLE_DEV_PASSWORD }}"
$DeveloperIdApplication = "${{ inputs.APPLE_DEV_APP_ID }}"
if (!$CertificateBase64) { throw "No certificate provided" }
if (!$CertificatePassword) { throw "No certificate password provided" }
if (!$DevId) { throw "No Apple Developer ID provided" }
if (!$DeveloperIdApplication) { throw "No Apple Developer ID Application provided" }
if (!$DevTeamId) { throw "No Apple Team ID provided" }
if (!$DevPassword) { throw "No Apple Developer password provided" }
Write-Output "Decoding certificate..."
$Certificate = [Convert]::FromBase64String($CertificateBase64)
Write-Output "Writing certificate to disk..."
[IO.File]::WriteAllBytes($CertificatePath, $Certificate)
Write-Output "Creating keychain..."
security create-keychain -p $KeychainPassword $Keychain
Write-Output "Setting keychain as default..."
security default-keychain -s $Keychain
Write-Output "Importing certificate into keychain..."
security import $CertificatePath `
-k ~/Library/Keychains/$Keychain `
-P $CertificatePassword `
-T $CodesignPath
Write-Output "Check identities..."
security find-identity
Write-Output "Granting access to keychain..."
security set-key-partition-list -S "apple-tool:,apple:" -s -k $KeychainPassword $Keychain
$Framework = "${{ inputs.FRAMEWORK_PATH }}"
$SignFlags = "${{ inputs.SIGN_FLAGS }}"
$Archive = [IO.Path]::ChangeExtension((New-TemporaryFile), "zip")
Write-Output "Signing '$Framework'..."
& $CodesignPath --verify --timestamp --verbose "$SignFlags" --sign $DeveloperIdApplication "$Framework"
Write-Output "Verifying signing..."
& $CodesignPath --verify -dvvv "$Framework"
Get-ChildItem -Force -Recurse -Path "$Framework"
Write-Output "Archiving framework to '$Archive'..."
ditto -ck -rsrc --sequesterRsrc --keepParent "$Framework" "$Archive"
Write-Output "Submitting archive for notarization..."
$output = xcrun notarytool submit "$Archive" `
--apple-id $DevId `
--team-id $DevTeamId `
--password $DevPassword `
--wait
echo $output
$matches = $output -match '((\d|[a-z])+-(\d|[a-z])+-(\d|[a-z])+-(\d|[a-z])+-(\d|[a-z])+)'
if ($output) {
$id_res = $matches[0].Substring(6)
}
xcrun notarytool log $id_res `
--apple-id $DevId `
--team-id $DevTeamId `
--password $DevPassword `
developer_log.json
get-content developer_log.json
echo "path=$Archive" >> $env:GITHUB_OUTPUT

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@ -1,123 +1,144 @@
name: Builds
on: push
name: Build GDExtension
on:
workflow_call:
push:
env:
LIBNAME: example
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos
cancel-in-progress: true
jobs:
build:
runs-on: ${{matrix.os}}
name: ${{matrix.name}}
strategy:
fail-fast: false
matrix:
include:
- identifier: windows-debug
- platform: linux
float-precision: single
arch: x86_64
os: ubuntu-20.04
- platform: windows
float-precision: single
arch: x86_32
os: windows-latest
name: 🏁 Windows Debug
target: template_debug
platform: windows
- platform: windows
float-precision: single
arch: x86_64
- identifier: windows-release
os: windows-latest
name: 🏁 Windows Release
target: template_release
platform: windows
arch: x86_64
- identifier: macos-debug
os: macos-latest
name: 🍎 macOS (universal) Debug
target: template_debug
platform: macos
- platform: macos
float-precision: single
arch: universal
- identifier: macos-release
os: macos-latest
name: 🍎 macOS (universal) Release
target: template_release
platform: macos
arch: universal
- identifier: linux-debug
os: ubuntu-latest
name: 🐧 Linux Debug
runner: ubuntu-20.04
target: template_debug
platform: linux
arch: x86_64
- identifier: linux-release
os: ubuntu-latest
name: 🐧 Linux Release
runner: ubuntu-20.04
target: template_release
platform: linux
- platform: android
float-precision: single
arch: arm64
os: ubuntu-20.04
- platform: android
float-precision: single
arch: arm32
os: ubuntu-20.04
- platform: android
float-precision: single
arch: x86_64
os: ubuntu-20.04
- platform: android
float-precision: single
arch: x86_32
os: ubuntu-20.04
- platform: ios
float-precision: single
arch: arm64
os: macos-latest
- platform: web
float-precision: single
arch: wasm32
os: ubuntu-20.04
- platform: linux
float-precision: double
arch: x86_64
os: ubuntu-20.04
- platform: windows
float-precision: double
arch: x86_32
os: windows-latest
- platform: windows
float-precision: double
arch: x86_64
os: windows-latest
- platform: macos
float-precision: double
arch: universal
os: macos-latest
- platform: android
float-precision: double
arch: arm64
os: ubuntu-20.04
- platform: android
float-precision: double
arch: arm32
os: ubuntu-20.04
- platform: android
float-precision: double
arch: x86_64
os: ubuntu-20.04
- platform: android
float-precision: double
arch: x86_32
os: ubuntu-20.04
- platform: ios
float-precision: double
arch: arm64
os: macos-latest
- platform: web
float-precision: double
arch: wasm32
os: ubuntu-20.04
runs-on: ${{ matrix.os }}
steps:
- name: Checkout project
- name: Checkout
uses: actions/checkout@v3
with:
submodules: recursive
- name: Set up Python
uses: actions/setup-python@v4
submodules: true
fetch-depth: 0
# Lint
#- name: Setup clang-format
# shell: bash
# run: |
# python -m pip install clang-format
#- name: Run clang-format
# shell: bash
# run: |
# clang-format src/** --dry-run --Werror
# Build
- name: 🔗 GDExtension Build
uses: ./.github/actions/build
with:
python-version: '3.x'
- name: Set up SCons
shell: bash
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons
scons --version
- name: Linux dependencies
if: ${{ matrix.platform == 'linux' }}
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config
- name: Setup MinGW for Windows/MinGW build
if: ${{ matrix.platform == 'windows' }}
uses: egor-tensin/setup-mingw@v2
platform: ${{ matrix.platform }}
arch: ${{ matrix.arch }}
godot-cpp-location: godot-cpp
float-precision: ${{ matrix.float-precision }}
build-target-type: template_release
# Sign
- name: Mac Sign
if: ${{ matrix.platform == 'macos' }}
uses: ./.github/actions/sign
with:
version: 12.2.0
FRAMEWORK_PATH: bin/macos/macos.framework
APPLE_CERT_BASE64: ${{ secrets.APPLE_CERT_BASE64 }}
APPLE_CERT_PASSWORD: ${{ secrets.APPLE_CERT_PASSWORD }}
APPLE_DEV_PASSWORD: ${{ secrets.APPLE_DEV_PASSWORD }}
APPLE_DEV_ID: ${{ secrets.APPLE_DEV_ID }}
APPLE_DEV_TEAM_ID: ${{ secrets.APPLE_DEV_TEAM_ID }}
APPLE_DEV_APP_ID: ${{ secrets.APPLE_DEV_APP_ID }}
- name: Compile godot-cpp
shell: sh
run: |
scons target='${{ matrix.target }}' platform='${{ matrix.platform }}' arch='${{ matrix.arch }}'
working-directory: godot-cpp
- name: Compile Extension
shell: sh
run: |
scons target='${{ matrix.target }}' platform='${{ matrix.platform }}' arch='${{ matrix.arch }}'
- name: Delete compilation files
- name: Windows - Delete compilation files
if: ${{ matrix.platform == 'windows' }}
shell: pwsh
run: |
Remove-Item bin/* -Include *.exp,*.lib,*.pdb -Force
- name: Upload artifact
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: ${{ github.event.repository.name }}
name: godot-cpp-template
path: |
${{ github.workspace }}/bin/*
- name: Archive Release
uses: thedoctor0/zip-release@0.7.1
with:
type: 'zip'
filename: '${{ env.LIBNAME }}.${{ matrix.platform }}.${{ matrix.arch }}.zip'
path: '${{ github.workspace }}/bin/'
if: github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
- name: Create and upload asset
if: success() && github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
uses: ncipollo/release-action@v1
with:
allowUpdates: true
artifacts: "${{ env.LIBNAME }}.${{ matrix.platform }}.${{ matrix.arch }}.zip"
omitNameDuringUpdate: true
omitBodyDuringUpdate: true
token: ${{ secrets.GITHUB_TOKEN }}
${{ github.workspace }}/bin/**

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.gitignore vendored
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@ -47,4 +47,5 @@ compile_commands.json
# VSCode
.vscode/*
!.vscode/extensions.json
!.vscode/extensions.json
.DS_Store

148
README.md
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@ -8,8 +8,152 @@ This repository serves as a quickstart template for GDExtension development with
* GitHub CI/CD to publish your library packages when creating a release (`.github/workflows/builds.yml`)
* preconfigured source files for C++ development of the GDExtension (`src/`)
## Usage
To use this template, log in to github and click the green "Use this template" button at the top of the repository page.
## Usage - Actions
The actions builds `godot-cpp` at a specified location, and then builds the `gdextension` at a configurable location. It builds for desktop, mobile and web and allows for configuration on what platforms you need. It also supports configuration for debug and release builds, and for double builds.
The action uses SConstruct for both godot-cpp and the GDExtension that is built.
To reuse the build actions, in a github actions yml file, do the following:
```name: Build GDExtension
on:
workflow_call:
push:
jobs:
build:
strategy:
fail-fast: false
matrix:
include:
- platform: linux
arch: x86_64
os: ubuntu-20.04
- platform: windows
arch: x86_32
os: windows-latest
- platform: windows
arch: x86_64
os: windows-latest
- platform: macos
arch: universal
os: macos-latest
- platform: android
arch: arm64
os: ubuntu-20.04
- platform: android
arch: arm32
os: ubuntu-20.04
- platform: android
arch: x86_64
os: ubuntu-20.04
- platform: android
arch: x86_32
os: ubuntu-20.04
- platform: ios
arch: arm64
os: macos-latest
- platform: web
arch: wasm32
os: ubuntu-20.04
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v3
with:
submodules: true
fetch-depth: 0
- name: 🔗 GDExtension Build
uses: ughuuu/godot-cpp-template/.github/actions/build@main
with:
platform: ${{ matrix.platform }}
arch: ${{ matrix.arch }}
godot-cpp-location: godot-cpp
float-precision: single
build-target-type: template_release
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: GDExtension
path: |
${{ github.workspace }}/bin/**
```
## Usage - Signing
You will need:
- A Mac
- An Apple ID enrolled in Apple Developer Program (99 USD per year)
- A `Resources/Info.plist` in the `framework` folder. Take the one in this project as an example. Be careful to set CFBundleExecutable to the **EXACT** lib name, otherwise it won't work. Also, don't put strange names in the CFBundleName and other such places. Try to only use letters and spaces. Errors will be extremly vague if not impossible to debug.
For the actions you will need to set the following inputs. Store them as secrets in GitHub:
- APPLE_CERT_BASE64
- APPLE_CERT_PASSWORD
- APPLE_DEV_ID
- APPLE_DEV_TEAM_ID
- APPLE_DEV_PASSWORD
- APPLE_DEV_APP_ID
You will find here a guide on how to create all of them. Go to [developer.apple.com](developer.apple.com):
- Create an Apple ID if you dont have one already.
- Use your Apple ID to register in the Apple Developer Program.
- Accept all agreements from the Apple Developer Page.
### APPLE_DEV_ID - Apple ID
- Your email used for your Apple ID.
- APPLE_DEV_ID = email@provider.com
### APPLE_DEV_TEAM_ID - Apple Team ID
- Go to [developer.apple.com](https://developer.apple.com). Go to account.
- Go to membership details. Copy Team ID.
- APPLE_DEV_TEAM_ID = `1ABCD23EFG`
### APPLE_DEV_PASSWORD - Apple App-Specific Password
- Create [Apple App-Specific Password](https://support.apple.com/en-us/102654). Copy the password.
- APPLE_DEV_PASSWORD = `abcd-abcd-abcd-abcd`
### APPLE_CERT_BASE64 and APPLE_CERT_PASSWORD and APPLE_DEV_APP_ID
- Go to [developer.apple.com](https://developer.apple.com). Go to account.
- Go to certificates.
- Click on + at Certificates tab. Create Developer ID Application. Click Continue.
- Leave profile type as is. [Create a certificate signing request from a mac](https://developer.apple.com/help/account/create-certificates/create-a-certificate-signing-request). You can use your own name and email address. Save the file to disk. You will get a file called `CertificateSigningRequest.certSigningRequest`. Upload it to the Developer ID Application request. Click Continue.
- Download the certificate. You will get a file `developerID_application.cer`.
- On a Mac, right click and select open. Add it to the login keychain. In the Keychain Access app that opened, login Keychain tab, go to Keys, sort by date modified, expand your key (the key should have name you entered at common name `Common Name`), right click the expanded certificate, get info, and copy the text at Details -> Subject Name -> Common Name.
Eg.
- APPLE_DEV_APP_ID = `Developer ID Application: Common Name (1ABCD23EFG)`
- Then, select the certificate, right click and click export. At file format select p12. When exporting, set a password for the certificate. This will be APPLE_CERT_PASSWORD. You will get a `Certificates.p12` file.
Eg.
- APPLE_CERT_PASSWORD = `<password_set_when_exporting_p12>`
- Then you need to make a base64 file out of it, by running:
```
base64 -i Certificates.p12 -o Certificates.base64
```
- Copy the contents of the generated file:
Eg.
- APPLE_CERT_BASE64 = `...`(A long text file)
- While still
## Usage - Template
To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page.
This will let you create a copy of this repository with a clean git history. Make sure you clone the correct branch as these are configured for development of their respective Godot development branches and differ from each other. Refer to the docs to see what changed between the versions.
For getting started after cloning your own copy to your local machine, you should:

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>libEXTENSION-NAME.macos.template_release</string>
<key>CFBundleName</key>
<string>Godot Template Cpp</string>
<key>CFBundleDisplayName</key>
<string>Godot Template Cpp</string>
<key>CFBundleIdentifier</key>
<string>org.godot.godot-template-cpp</string>
<key>NSHumanReadableCopyright</key>
<string>Unlicensed</string>
<key>CFBundleVersion</key>
<string>1.0.0</string>
<key>CFBundleShortVersionString</key>
<string>1.0.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>DTPlatformName</key>
<string>iphoneos</string>
<key>MinimumOSVersion</key>
<string>12.0</string>
</dict>
</plist>

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>libEXTENSION-NAME.macos.template_release</string>
<key>CFBundleName</key>
<string>Godot Cpp Template</string>
<key>CFBundleDisplayName</key>
<string>Godot Cpp Template</string>
<key>CFBundleIdentifier</key>
<string>org.godot.godot-template-cpp</string>
<key>NSHumanReadableCopyright</key>
<string>Unlicensed</string>
<key>CFBundleVersion</key>
<string>1.0.0</string>
<key>CFBundleShortVersionString</key>
<string>1.0.0</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>DTPlatformName</key>
<string>macosx</string>
<key>LSMinimumSystemVersion</key>
<string>10.12</string>
</dict>
</plist>

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Subproject commit 1009da4d7e395abadfdb454cff6623e9456181c4
Subproject commit 54136ee8357c5140a3775c54f08db5f7deda2058