Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Cannot export IOS app with single bundle ID #34302

Closed
stonekase opened this issue Dec 12, 2019 · 10 comments
Closed

Cannot export IOS app with single bundle ID #34302

stonekase opened this issue Dec 12, 2019 · 10 comments

Comments

@stonekase
Copy link

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.
Screenshot 2019-12-12 at 11 50 57

Steps to reproduce:
just input a single bundle Identifier
Minimal reproduction project:
just try export app with single bundle identifier

Screenshot 2019-12-12 at 11 42 27

@stonekase
Copy link
Author

@Calinou we selecting what to respond to now?

@NoFr1ends
Copy link
Contributor

It is recommended to use reverse domain notation for the bundle id. Currently Godot is enforcing this.
Should we still enforce it?

@Calinou
Copy link
Member

Calinou commented Dec 13, 2019

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:

Invalid Identifier: The Identifier must have at least one "." separator. Example: "com.example.my-project"

@stonekase
Copy link
Author

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:

Invalid Identifier: The Identifier must have at least one "." separator. Example: "com.example.my-project"

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.
So should games not be ported to Godot , just because Godot cannot handle non-reverse domain?

@stonekase
Copy link
Author

Screenshot 2019-12-13 at 19 24 41

Just for clarity, this is my xcode project with no errors or warning about reverse domain.

@NoFr1ends
Copy link
Contributor

NoFr1ends commented Dec 13, 2019

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.

@stonekase
Copy link
Author

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

@akien-mga
Copy link
Member

CC @volzhs @bruvzg

@bruvzg
Copy link
Member

bruvzg commented Dec 13, 2019

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.

@bruvzg
Copy link
Member

bruvzg commented Dec 13, 2019

Fixed in #34339

@bruvzg bruvzg closed this as completed Dec 13, 2019
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants