port a game to ios

Port a game to iOS

Any iOS release needs a Mac, an Apple Developer account, a signed build, and a design that works with thumbs. This is the full path.

Porting a game to iOS means building a signed iPhone and iPad version of a game you own and passing App Store review. Apple controls distribution, so the process is fixed regardless of which engine you came from.

Three requirements catch people out. You need macOS and Xcode to sign and upload, with no fully Windows path to the store. You need an Apple Developer Program membership at 99 USD per year before a build can reach any device other than your own. And you need a control scheme designed for touch, since review is done by a human on a real device with no controller attached.

Summer Engine exports mobile builds from the same project as desktop, web, and console. C++ and GDScript work on every target, and C# works on iOS as well. Web is the only target without C#. You own the project and pay no royalties.

Accounts, certificates, and the upload path

Enroll in the Apple Developer Program, individual or organization. Create an App ID matching your bundle identifier. Generate a distribution certificate and an App Store provisioning profile. Build, open the Xcode project, set the signing team, archive, and upload to App Store Connect through Xcode or Transporter. Distribute through TestFlight to test on real hardware. Then submit for review with metadata, screenshots for required device sizes, age rating, privacy policy URL, and a privacy manifest.

Designing for touch and for the device

Design controls for thumbs rather than replicating a gamepad on glass. Minimum touch target of 44 points. Keep the action area clear of where hands rest. Respect safe area insets for the home indicator and camera cutouts. Support portrait or landscape explicitly, not both by accident. Add haptics where they help. Support MFi controllers as an optional path, but make touch the complete experience because that is how the game will be reviewed and played.

Interruptions, memory, and sustained performance

Save on focus loss so a call, an alarm, or a lock never costs progress. Resume audio correctly after an interruption. Watch memory, since iOS terminates apps that exceed the budget and players see that as a crash. Test sustained frame rate over several minutes on the oldest device you support, because thermal throttling appears long after the first benchmark. Keep download size low, both for the cellular download prompt and for install conversion.

Review rules that affect games specifically

All digital goods must use Apple in app purchase. Loot boxes require published odds. Kids category apps have stricter data and advertising rules. Games with user generated content need moderation and reporting. Accurate screenshots are mandatory, and marketing images that do not represent gameplay are rejected. Read the App Review Guidelines once before building monetization, since these rules shape design, not just paperwork.

Frequently asked questions

Do I need a Mac to publish an iOS game?

Yes. Xcode is required for signing and uploading and runs only on macOS. A rented or borrowed Mac works for the final steps, but there is no supported Windows only path.

How much does it cost?

The Apple Developer Program costs 99 USD per year. Apple takes a commission on sales, reduced for developers in the Small Business Program. Summer Engine charges no royalties.

How long does App Store review take?

Most reviews complete within a day or two, though first submissions and complex apps take longer. Budget extra time for the first release, since rejections usually concern metadata and are quick to fix and resubmit.

Can I use C# on iOS?

Yes. C# is supported on iOS alongside C++ and GDScript. Web is the only target where C# is unavailable.

Can the same project also ship on Android?

Yes. One project exports to desktop, mobile, web, and console. Each store needs its own signing and metadata, and input should be checked per platform.

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