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Cannot export IOS app with single bundle ID #34302
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@Calinou we selecting what to respond to now? |
It is recommended to use reverse domain notation for the bundle id. Currently Godot is enforcing this. |
If Xcode recommends this for real-world application deployment, it makes sense for Godot to require it. To make this more discoverable, we can provide an example in the error message like this:
|
but that is not the case as you can see from my xcode project. Secondly, i am actually porting my game from defold to godot and defold doesnt have that problem since the bundle ID was created and operating long before Godot. |
We should consider to show a warning instead. It is allowed to upload these apps to the App Store, as long as the Bundle ID is unique, I don’t really see a reason to prevent the user from doing so. |
I will really appreciate that instead of creating a fake bundle ID "com.whotfire" in Godot just to change it manually to "whotfire" in xcode everytime i export |
Apple recommends reverse domain name notation, but it is not enforced. ID check code was copy pasted from Android as is (where it is enforced) alongside with the checks for other required properties. Using "com.example.game" placeholder and check for empty string should be OK. |
Fixed in #34339 |
Godot version:
v3.1.2
OS/device including version:
Mac OSX 10.13
Issue description:
Cannot export ios app with a single bundle Identifier Example : "whotfire".
I have to manually export it with a fake bundle_ID EG:"com.whotfire" just to export
the change it in Xcode. this should be a simple fix.
Steps to reproduce:
just input a single bundle Identifier
Minimal reproduction project:
just try export app with single bundle identifier
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