How to export for iOS (Cordova or XCode)

0 favourites
  • 9 posts
  • Are there any C3 tutorials on how to export for Cordova or XCode? When opening in XCode, I get several errors when loading the project that some code is deprecated, missing icons, etc...

  • I take it you've followed this:

    1. Export for Xcode and unzip and open the .xcworkspace file in Xcode.
    2. In the device list on the tool bar where you can choose different devices to text on (iPhone 6, iPhone 7, iPad etc) select Generic iOS Device.
    3. Select your project in the Project Navigator tab, then in the Generic tab under Signing select your signing profile that you set up with Apple.
    4. The in the top menu go to Product > Archive - the project should now build.
    5. When the Archive window pops up, select either Upload to App Store or Export depending on what you want to do. Export > Ad Hoc allows you to download a local version to upload onto your local device via iTunes.
  • Thanks Bootfit I didn't know about that tutorial. By "Generic tab under Signing", I think you mean, General > Identity > Team? I'm not getting the Signing section like in the tutorial screen shot. Just Identity as the first section and then Deployment info as the second.

    Is it normal to have 41 warnings and 23 errors in the status bar? When I archive, I get an, "Archive failed". Probably lots of different reasons for the failed, but will go through the tutorial again.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • On the left hand side of your Xcode console, the left hand column has a series of 9 icons at the top. Select the first one (folder icon) then select your project in the file tree below (top blue file). This opens a console in the middle panel with several tabs along the top (you app name, General, Capabilities etc...). Select General and in the panel below in Signing click Automatic Signing then select your Team from the dropdown.

    If you don't have Signing panel then you may not have Xcode set up correctly (I'm just guessing) - I'm presuming you do have a developer account with Apple, although I don't know if that would stop the Signing panel from appearing. You may want to ask for help on the Xcode forums:

  • So I finally got the signing section to show. However, when Archiving, the build fails. I think it's because there are so many warnings and errors. Have you successfully exported with errors?

  • No you can’t build with errors - the red hexagons.

    You can build when there are warnings - the yellow triangles.

    If you have red hexagons try finding them in the left hand file column and search for them in google to see how they are resolved.

    To be honest though you shouldn’t have red hexagons if you’ve done everything right in Construct. Perhaps submit a report ticket to see in the Construct Devs can replicate the issues.

    Submit a support ticket here: - remember to attach your project file c3p.

  • That makes sense. All the errors seem to be contributing to, "Include of non-modular header inside framework module 'GoogleMobileAds': ..."

    Culprit was Dropbox (thread above helped). Even moving the folder out of Dropbox and cleaning doesn't fix it. I had to download and unzip the export on my Desktop to remove the 19 critical errors.

  • Exporting to iOS is still pretty challenging. You have to still go through XCode and replace all the icons, drop in the latest launch screens, etc... Wish there was an easier way.

  • Ah yeah - I forgot about the icons etc - it's somethig I had to work out for myself also - now you know what to do it will become second nature.

    Going forward, rather than replacing the icons and launch screens each time you update your app, simply go into the folder that Construct exports (YOURAPPNAME.ios.project) and ther'll be a folder with the same name as your app - go into this folder and just replace the graphics in:

    • Images.xcassets/AppIcon.appiconset - your app icons
    • Images.xcassets/LaunchImage.launchimage - your launch images

    You can also copy your existing Images.xcassets folder and overwrite any subsequent updates with that folder. The images will auto update once you then open Xcode.

    To create the graphics themselves I'd suggest using a graphics application that can batch process single images into multiple files - for this I use Sketch App (

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)