Godot Android & iOS Export Help
Budget: ₹750 – ₹1,250 INR
My game is still in the development stage and runs smoothly inside the Godot editor, but exporting it to mobile has become a blocker. On both Android and iOS builds I’m hitting persistent build errors, and even when a build squeezes through, device-side compatibility problems appear right away.
I need someone who knows Godot’s mobile toolchain inside out to:
• set up and verify the correct export templates for both Android and iOS
• diagnose and eliminate the current build errors (Gradle, signing, Xcode, provisioning—whatever is tripping things up)
• resolve the compatibility problems that surface once the game is installed on real devices
Acceptance criteria
• A signed release-ready APK and IPA produced from my existing project without errors
• Step-by-step notes (or a short screen-share walkthrough) so I can repeat the process on my own for future updates
• No new warnings or crashes on a range of standard devices running the latest OS versions
You’ll be working directly with the live project files; I can share them via Git or a secure file transfer. Let’s get these exports working so I can move on to polishing the gameplay rather than wrestling with build pipelines.
I need someone who knows Godot’s mobile toolchain inside out to:
• set up and verify the correct export templates for both Android and iOS
• diagnose and eliminate the current build errors (Gradle, signing, Xcode, provisioning—whatever is tripping things up)
• resolve the compatibility problems that surface once the game is installed on real devices
Acceptance criteria
• A signed release-ready APK and IPA produced from my existing project without errors
• Step-by-step notes (or a short screen-share walkthrough) so I can repeat the process on my own for future updates
• No new warnings or crashes on a range of standard devices running the latest OS versions
You’ll be working directly with the live project files; I can share them via Git or a secure file transfer. Let’s get these exports working so I can move on to polishing the gameplay rather than wrestling with build pipelines.