GodotCon Talk: Godot iOS Games Without a Mac
About a year ago I decided I wanted to play with Godot and make some mobile games. I had no idea how much time you lose to Apple paperwork before you finally get a build onto TestFlight. To make matters worse, all my computers run Linux. I never had a use for a Mac before, so I wasn't interested in owning one. On the other hand all my mobile devices run iOS.
So I spent a few months building what became ShipGodot. Back then it was just a set of thoroughly documented GitHub scripts that let you build for iOS from any platform. This talk from GodotCon Amsterdam walks through that pipeline: project.godot configuration, code signing with Fastlane's match, building with gym, and distributing via pilot.
The ShipGodot plugin now handles all of this for you, but the talk is still worth watching if you want to understand what's happening under the hood, or if you'd rather set up CI yourself.
Written by
Software engineer on paper, professional k-drama enthusiast in practice. Also a plant hoarder