What happened to iOS export option?

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other
Looks like MZ doesn't come with Andrios/iOS export option in deployment menu.
I tried to export to Web and use Cordova to build into an iOS app but that doesn't really work.

Still trying to figure out how to make this work for iOS. Any input will be appreciated!

edit: the old method that used to work with MV:

edit 2: a more up-to-date iOS exporting workflow in Japanese:
https://kurotsushirou.com/2019/12/10/rpgツクールmv-スマートフォンアプリ iosアプリ/

edit 3: still no luck. I have tried the following 2 ways to get around the XHR issue but game stucks at black screen after loading sign with BGM music being played:

1. Using cordova-ios@6.1.0, and plugin @globules-io/cordova-plugin-ios-xhr

2. Using cordova-ios@5.1.1, and plugin @cordova-plugin-wkwebview-engine, along with the XHR fix at https://github.com/TheMattRay/cordova-plugin-wkwebviewxhrfix

edit 4: looks like this is less of a RMMZ issue but Cordova/iOS one. More context: https://stackoverflow.com/questions...va-ios-with-cordova-plugin-ionic-webview-or-c

Also, this issue on Apple side prevents testing on iOS simulator: https://bugs.webkit.org/show_bug.cgi?id=191064
 
Last edited:

BreakerZero

Regular
Regular
Joined
Jul 8, 2018
Messages
1,233
Reaction score
530
First Language
English (USA)
Primarily Uses
RMMV
It was there because you had strip out the Vorbis files on iOS and Android (which the MV scripts couldn't handle in these cases, or at least not without plugins). The MZ scripts don't have this issue, so therefore it was removed as it is no longer necessary.
 

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other
It was there for cases where one had to to strip out the Vorbis files (which the MV scripts couldn't handle on iOS or Android, or at least not without plugins). The MZ scripts don't have this issue, so therefore it was removed as it is no longer necessary.

Thanks for the info. However the official manual for MZ does not mention they support exporting to Mobile like they used to do in MV. Not sure if it’s due to some other incompatibility issues but my export attempts haven’t been successful.
 

BreakerZero

Regular
Regular
Joined
Jul 8, 2018
Messages
1,233
Reaction score
530
First Language
English (USA)
Primarily Uses
RMMV
In MV I have no trouble with a properly-configured Xcode project when using the Website export option, so I don't think it would be any different in that respect.
 

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other

Nebula 480

Villager
Member
Joined
Jul 3, 2017
Messages
8
Reaction score
2
First Language
English
Primarily Uses
RMMV
If I'm understanding what I'm seeing under deployment....this supposed upgrade, removed the most important deployment options to be able to release the game on mobile............................................................my question is what now? How does one get an RPG Maker MZ on the app store or for android if those features are now removed? I don't see a point to it now as one is now limited to release the game on computer. Why would they downgrade like that?
 

Dr. Delibird

Also known as HRforges
Regular
Joined
May 16, 2014
Messages
285
Reaction score
178
First Language
English
Primarily Uses
RMMZ
You need to deploy it as a web/HTML version and then use an app wrapping tool (different tools exist for iOS and Android)
 

HalcyanStudio

Eniko Ghosts of Grace Dev
Regular
Joined
Mar 16, 2012
Messages
1,048
Reaction score
738
First Language
Dutch
Primarily Uses
RMMV
You need to deploy it as a web/HTML version and then use an app wrapping tool (different tools exist for iOS and Android)
That's what he tried and it didn't seem to work.
 

ロリ先輩

ロリだけど先輩だよ
Regular
Joined
Mar 13, 2012
Messages
381
Reaction score
100
Primarily Uses
If I'm understanding what I'm seeing under deployment....this supposed upgrade, removed the most important deployment options to be able to release the game on mobile............................................................my question is what now? How does one get an RPG Maker MZ on the app store or for android if those features are now removed? I don't see a point to it now as one is now limited to release the game on computer. Why would they downgrade like that?

The automation of this process and preparation was removed, since such steps were required due to deficiencies in the MV core scripts implementations.

You can simply package the web export of into an appropriate web app wrapper for the platform you're exporting to. The real change is that you now have to be aware of the changes and setup for the android/iOS app and wrapper implementation and maintain that yourself, or find someone in the community who is willing to maintain templates that you can clone and use.
 

Faytless

Programmer who only gets Engineering jobs
Regular
Joined
Jan 27, 2013
Messages
247
Reaction score
173
First Language
English
Primarily Uses
N/A
Oi, I'm trying to figure out a way convert a web app to apk with android studio, but so much has changed with permissions since MVs release. I've gotten to the point where its loaded, but am getting canvas errors. If anything, i'll release a video and a benchmark app
 

BreakerZero

Regular
Regular
Joined
Jul 8, 2018
Messages
1,233
Reaction score
530
First Language
English (USA)
Primarily Uses
RMMV
Oi, I'm trying to figure out a way convert a web app to apk with android studio, but so much has changed with permissions since MVs release. I've gotten to the point where its loaded, but am getting canvas errors. If anything, i'll release a video and a benchmark app
You may still have to configure the app package in accordance with your requirements. Canvas errors at this point are usually the result of not having certain flags set to mark it as an HTML5 app so that file access is not blocked. It's related to something known as CORS that enforces the security of a cross-origination resource share (hence the name, of course) so you'll either have to specifically mark your app export with the required permissions (file access from file URLs should be what you're looking for, and there's a specific Xcode flag that you also have to set in your app configuration dictionary if you're targeting iOS/Mac) or you add some code to simulate a web server. These are both outside the scope of the forums (and I'd have to check my Xcode work to let you know which flag to set) but once that's done you should be good to go.

EDIT: Also, in response to Lori senior (meaning @ロリ先輩) that was the very first thing I mentioned. And it's also how I do all of my exports for Xbox testing even on MV.
 
Last edited:

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other
Update - I got it to work with Cordova (to some extent). It was an XHR issue which can be fixed by this plugin: https://github.com/globules-io/cordova-plugin-ios-xhr

However, when I run the app on my iPhone 8 plus it just shows black screen + title BGM playing. I checked some logs and it seems that the code for drawing title was running fine and XHR was working as well. However I just couldn't see anything on the screen. Let me know if any of you experience similar problems.

Also, couldn't get iOS simulation to work at all. The error message is WebAssembly not found.
 

BreakerZero

Regular
Regular
Joined
Jul 8, 2018
Messages
1,233
Reaction score
530
First Language
English (USA)
Primarily Uses
RMMV
After working with another individual having this question I have decided to share my procedures for working on Mac/iPhone builds for MV/MZ. At present I have only done this using Xcode, so download that from the app store if you need it. After that, create a Document-based app project using Swift and put the following in its DocumentBrowserViewController.swift file:

Swift:
import UIKit
import SwiftUI
import WebKit

// MARK: Viewport Setup

class DocumentBrowserViewController: UIViewController, WKNavigationDelegate {
    let webView = WKWebView()

    override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
        coordinator.animate(alongsideTransition: nil, completion: { (context) in
            self.webView.evaluateJavaScript("window.scrollTo(0,0)", completionHandler: nil)
        })
    }

    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        func bitSet(_ bits: [Int]) -> UInt {
            return bits.reduce(0) { $0 | (1 << $1) }
        }

        func property(_ property: String, object: NSObject, set: [Int], clear: [Int]) {
            if let value = object.value(forKey: property) as? UInt {
                object.setValue((value & ~bitSet(clear)) | bitSet(set), forKey: property)
            }
        }

        // disable full-screen button
        if  let NSApplication = NSClassFromString("NSApplication") as? NSObject.Type,
            let sharedApplication = NSApplication.value(forKeyPath: "sharedApplication") as? NSObject,
            let windows = sharedApplication.value(forKeyPath: "windows") as? [NSObject]
        {
            for window in windows {
                let resizable = 3
                property("styleMask", object: window, set: [], clear: [resizable])
                let fullScreenPrimary = 7
                let fullScreenAuxiliary = 8
                let fullScreenNone = 9
                property("collectionBehavior", object: window, set: [fullScreenNone], clear: [fullScreenPrimary, fullScreenAuxiliary])
            }
        }
        #if targetEnvironment(macCatalyst)
            //webView.frame = CGRect(x: 0, y: 28, width: self.view.frame.width, height: self.view.frame.height)
        #endif
        webView.scrollView.isScrollEnabled = false
    }

    override func viewDidLoad() {
        super.viewDidLoad()
        webView.configuration.preferences.setValue(true, forKey: "allowFileAccessFromFileURLs")
        //webView.configuration.preferences.setValue(true, forKey: "allowUniversalAccessFromFileURLs")
        let htmlPath = Bundle.main.url(forResource: "index", withExtension: "html", subdirectory: "www")!
        webView.loadFileURL(htmlPath, allowingReadAccessTo: htmlPath)
        webView.navigationDelegate = self
        view = webView

    }


    func scene(_: UIScene, willConnectTo _: UISceneSession, options _: UIScene.ConnectionOptions) {
      // ...
    }


    // MARK: Delegate Setup

    func documentBrowser(_ controller: UIDocumentBrowserViewController, didRequestDocumentCreationWithHandler importHandler: @escaping (URL?, UIDocumentBrowserViewController.ImportMode) -> Void) {
        let newDocumentURL: URL? = nil
  
        // Set the URL for the new document here. Optionally, you can present a template chooser before calling the importHandler.
        // Make sure the importHandler is always called, even if the user cancels the creation request.
        if newDocumentURL != nil {
            importHandler(newDocumentURL, .move)
        } else {
            importHandler(nil, .none)
        }
    }

    func documentBrowser(_ controller: UIDocumentBrowserViewController, didPickDocumentsAt documentURLs: [URL]) {
        guard let sourceURL = documentURLs.first else { return }
  
        // Present the Document View Controller for the first document that was picked.
        // If you support picking multiple items, make sure you handle them all.
        presentDocument(at: sourceURL)
    }

    func documentBrowser(_ controller: UIDocumentBrowserViewController, didImportDocumentAt sourceURL: URL, toDestinationURL destinationURL: URL) {
        // Present the Document View Controller for the new newly created document
        presentDocument(at: destinationURL)
    }

    func documentBrowser(_ controller: UIDocumentBrowserViewController, failedToImportDocumentAt documentURL: URL, error: Error?) {
        // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
    }

    // MARK: Document Presentation

    func presentDocument(at documentURL: URL) {
        let document = Document(fileURL: documentURL)

        // Access the document
        document.open(completionHandler: { success in
            if success {
                // Display the content of the document:
                let view = DocumentView(document: document, dismiss: {
                    self.closeDocument(document)
                })

                let documentViewController = UIHostingController(rootView: view)
                self.present(documentViewController, animated: true, completion: nil)
            } else {
                // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
            }
        })
    }

    func closeDocument(_ document: Document) {
        dismiss(animated: true) {
            document.close(completionHandler: nil)
        }
    }
}

After that, go into your primary target's info tab and insert a dictionary definition for App Transport Security Settings. In this dictionary you will add an entry for the Allow Arbitrary Loads configuration, set this to Yes. That will flag the app as having an HTML5 base so that files are loaded and saved properly. After that, just add a reference to the www folder of your MV/MZ output and you should be good to go.

[This part redacted per moderator response.]
 
Last edited:

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other
After working with another individual having this question I have decided to share my procedures for working on Mac/iPhone builds for MV/MZ. At present I have only done this using Xcode, so download that from the app store if you need it. After that, create a Document-based app project using Swift and put the following in its DocumentBrowserViewController.swift file:

Swift:
import UIKit
import SwiftUI
import WebKit

// MARK: Viewport Setup

class DocumentBrowserViewController: UIViewController, WKNavigationDelegate {
    let webView = WKWebView()
  
    override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
        coordinator.animate(alongsideTransition: nil, completion: { (context) in
            self.webView.evaluateJavaScript("window.scrollTo(0,0)", completionHandler: nil)
        })
    }
  
    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        func bitSet(_ bits: [Int]) -> UInt {
            return bits.reduce(0) { $0 | (1 << $1) }
        }

        func property(_ property: String, object: NSObject, set: [Int], clear: [Int]) {
            if let value = object.value(forKey: property) as? UInt {
                object.setValue((value & ~bitSet(clear)) | bitSet(set), forKey: property)
            }
        }

        // disable full-screen button
        if  let NSApplication = NSClassFromString("NSApplication") as? NSObject.Type,
            let sharedApplication = NSApplication.value(forKeyPath: "sharedApplication") as? NSObject,
            let windows = sharedApplication.value(forKeyPath: "windows") as? [NSObject]
        {
            for window in windows {
                let resizable = 3
                property("styleMask", object: window, set: [], clear: [resizable])
                let fullScreenPrimary = 7
                let fullScreenAuxiliary = 8
                let fullScreenNone = 9
                property("collectionBehavior", object: window, set: [fullScreenNone], clear: [fullScreenPrimary, fullScreenAuxiliary])
            }
        }
        #if targetEnvironment(macCatalyst)
            //webView.frame = CGRect(x: 0, y: 28, width: self.view.frame.width, height: self.view.frame.height)
        #endif
        webView.scrollView.isScrollEnabled = false
    }

    override func viewDidLoad() {
        super.viewDidLoad()
        webView.configuration.preferences.setValue(true, forKey: "allowFileAccessFromFileURLs")
        //webView.configuration.preferences.setValue(true, forKey: "allowUniversalAccessFromFileURLs")
        let htmlPath = Bundle.main.url(forResource: "index", withExtension: "html", subdirectory: "www")!
        webView.loadFileURL(htmlPath, allowingReadAccessTo: htmlPath)
        webView.navigationDelegate = self
        view = webView

    }
  

    func scene(_: UIScene, willConnectTo _: UISceneSession, options _: UIScene.ConnectionOptions) {
      // ...
    }
  

    // MARK: Delegate Setup
  
    func documentBrowser(_ controller: UIDocumentBrowserViewController, didRequestDocumentCreationWithHandler importHandler: @escaping (URL?, UIDocumentBrowserViewController.ImportMode) -> Void) {
        let newDocumentURL: URL? = nil
      
        // Set the URL for the new document here. Optionally, you can present a template chooser before calling the importHandler.
        // Make sure the importHandler is always called, even if the user cancels the creation request.
        if newDocumentURL != nil {
            importHandler(newDocumentURL, .move)
        } else {
            importHandler(nil, .none)
        }
    }
  
    func documentBrowser(_ controller: UIDocumentBrowserViewController, didPickDocumentsAt documentURLs: [URL]) {
        guard let sourceURL = documentURLs.first else { return }
      
        // Present the Document View Controller for the first document that was picked.
        // If you support picking multiple items, make sure you handle them all.
        presentDocument(at: sourceURL)
    }
  
    func documentBrowser(_ controller: UIDocumentBrowserViewController, didImportDocumentAt sourceURL: URL, toDestinationURL destinationURL: URL) {
        // Present the Document View Controller for the new newly created document
        presentDocument(at: destinationURL)
    }
  
    func documentBrowser(_ controller: UIDocumentBrowserViewController, failedToImportDocumentAt documentURL: URL, error: Error?) {
        // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
    }
  
    // MARK: Document Presentation
  
    func presentDocument(at documentURL: URL) {
        let document = Document(fileURL: documentURL)

        // Access the document
        document.open(completionHandler: { success in
            if success {
                // Display the content of the document:
                let view = DocumentView(document: document, dismiss: {
                    self.closeDocument(document)
                })

                let documentViewController = UIHostingController(rootView: view)
                self.present(documentViewController, animated: true, completion: nil)
            } else {
                // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
            }
        })
    }

    func closeDocument(_ document: Document) {
        dismiss(animated: true) {
            document.close(completionHandler: nil)
        }
    }
}

After that, go into your primary target's info tab and insert a dictionary definition for App Transport Security Settings. In this dictionary you will add an entry for the Allow Arbitrary Loads configuration, set this to Yes. That will flag the app as having an HTML5 base so that files are loaded and saved properly. After that, just add a reference to the www folder of your MV/MZ output and you should be good to go.

Thanks for the info! I have 2 questions:
1. Can you elaborate on how to "add a reference to the www folder of your MV/MZ output"?
2. Not sure if its related to #1 but when I try to build the project without my MZ output I get: ...../AppDelegate.swift:46:39: Value of type 'DocumentBrowserViewController' has no member 'revealDocument'. Would this go away if I add the reference properly?
 

BreakerZero

Regular
Regular
Joined
Jul 8, 2018
Messages
1,233
Reaction score
530
First Language
English (USA)
Primarily Uses
RMMV
What you want to do is to go into File => Add files to [project name], locate your game's www folder, select it and set the entry to Create Folder References. Make sure that it is also set to Copy items if needed.

As for the revealDocument error, I haven't run into that but in case it helps you can also place a WKWebView on the Main.storyboard.

[This part redacted per moderator response.]
 
Last edited:

mvstone

Villager
Member
Joined
Sep 3, 2020
Messages
19
Reaction score
12
First Language
JP, EN
Primarily Uses
RMMV
Hey MiltonSSR I had the same issue, but got it working!
I am totally new to XCODE (first time opening it) so there maybe some inefficiency here and there, but I will share exact steps for reference.
Please note I only have MV, but in theory, it should work with MZ.

Here are the steps I took.

Step 1
Create a new Document Based App
  • Language and User Interface to SWIFT
  • Untick Include Unit Tests & UI Tests (probably won't affect but I don't need these)

Step 2
Add RPG maker resources
  • in xcode left panel, right-click "DocumentBrowserViewController.swift" and select Add Files to "yourproject"...
  • Select www folder from your RPG maker source
  • Tick Copy items if needed
  • Select Create folder reference
* after this, www folder should be same level as DocumentBrowserViewController.swift

Step 3
Modify DocumentBrowserViewController.swift
  • add import WebKit as new import
  • add WKNavigationDelegate to the class inheritance
  • add let webView = WKWebView() var webView = WKWebView()in class
  • replace viewDidLoad() function

at the end, DocumentBrowserViewController.swift should be like this (you can copy & paste if you'd like)

Swift:
import UIKit
import SwiftUI
import WebKit //add this as new import

//add WKNavigationDelegate to inheritance
class DocumentBrowserViewController: UIDocumentBrowserViewController, UIDocumentBrowserViewControllerDelegate,WKNavigationDelegate {
    //declare new object
    //let webView = WKWebView()
    var webView = WKWebView()

    //copy this chunk over the existing one from BreakerZero's code
    override func viewDidLoad() {
        super.viewDidLoad()

        // fix for slow loading by MiltonSSR
        let webViewCofig = WKWebViewConfiguration()
        webViewCofig.dataDetectorTypes = []
        webView = WKWebView(frame: view.frame, configuration: webViewCofig)

        webView.configuration.preferences.setValue(true, forKey: "allowFileAccessFromFileURLs")
        //webView.configuration.preferences.setValue(true, forKey: "allowUniversalAccessFromFileURLs")
        let htmlPath = Bundle.main.url(forResource: "index", withExtension: "html", subdirectory: "www")!
        webView.loadFileURL(htmlPath, allowingReadAccessTo: htmlPath)
        webView.navigationDelegate = self
        view = webView

    }

    /* below are untouched */

    // MARK: UIDocumentBrowserViewControllerDelegate

    func documentBrowser(_ controller: UIDocumentBrowserViewController, didRequestDocumentCreationWithHandler importHandler: @escaping (URL?, UIDocumentBrowserViewController.ImportMode) -> Void) {
        let newDocumentURL: URL? = nil
    
        // Set the URL for the new document here. Optionally, you can present a template chooser before calling the importHandler.
        // Make sure the importHandler is always called, even if the user cancels the creation request.
        if newDocumentURL != nil {
            importHandler(newDocumentURL, .move)
        } else {
            importHandler(nil, .none)
        }
    }

    func documentBrowser(_ controller: UIDocumentBrowserViewController, didPickDocumentsAt documentURLs: [URL]) {
        guard let sourceURL = documentURLs.first else { return }
    
        // Present the Document View Controller for the first document that was picked.
        // If you support picking multiple items, make sure you handle them all.
        presentDocument(at: sourceURL)
    }

    func documentBrowser(_ controller: UIDocumentBrowserViewController, didImportDocumentAt sourceURL: URL, toDestinationURL destinationURL: URL) {
        // Present the Document View Controller for the new newly created document
        presentDocument(at: destinationURL)
    }

    func documentBrowser(_ controller: UIDocumentBrowserViewController, failedToImportDocumentAt documentURL: URL, error: Error?) {
        // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
    }

    // MARK: Document Presentation

    func presentDocument(at documentURL: URL) {
        let document = Document(fileURL: documentURL)

        // Access the document
        document.open(completionHandler: { success in
            if success {
                // Display the content of the document:
                let view = DocumentView(document: document, dismiss: {
                    self.closeDocument(document)
                })

                let documentViewController = UIHostingController(rootView: view)
                self.present(documentViewController, animated: true, completion: nil)
            } else {
                // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
            }
        })
    }

    func closeDocument(_ document: Document) {
        dismiss(animated: true) {
            document.close(completionHandler: nil)
        }
    }
}

Step 4
define ios target properties
  • Click the root project from XCode left panel
  • Click Info tab
  • Under Custom iOS Target Properties, right click and add row App Transport Security Settings
  • Select newly added App Transport Security Settings and click small + on right
  • Select and add Allow Arbitrary Loads and change value to YES

Step 5
Build!!!!!!!

Optional

I found that it can get messy when rotating iphone - here is how to 'fix' the orientation.
Under General tab of your app, tick/untick Portrait / Landscape part to fix orientation.

Also, modify index.html's meta tag may also help but haven't tried it yet
 
Last edited:

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other
Hey MiltonSSR I had the same issue, but got it working!
I am totally new to XCODE (first time opening it) so there maybe some inefficiency here and there, but I will share exact steps for reference.
Please note I only have MV, but in theory, it should work with MZ.

Here are the steps I took.

Step 1
Create a new Document Based App
  • Language and User Interface to SWIFT
  • Untick Include Unit Tests & UI Tests (probably won't affect but I don't need these)

Step 2
Add RPG maker resources
  • in xcode left panel, right-click "DocumentBrowserViewController.swift" and select Add Files to "yourproject"...
  • Select www folder from your RPG maker source
  • Tick Copy items if needed
  • Select Create folder reference
* after this, www folder should be same level as DocumentBrowserViewController.swift

Step 3
Modify DocumentBrowserViewController.swift
  • add import WebKit as new import
  • add WKNavigationDelegate to the class inheritance
  • add let webView = WKWebView() in class
  • replace viewDidLoad() function

at the end, DocumentBrowserViewController.swift should be like this (you can copy & paste if you'd like)

Swift:
import UIKit
import SwiftUI
import WebKit //add this as new import

//add WKNavigationDelegate to inheritance
class DocumentBrowserViewController: UIDocumentBrowserViewController, UIDocumentBrowserViewControllerDelegate,WKNavigationDelegate {
    //declare new object
    let webView = WKWebView()
 
    //copy this chunk over the existing one from BreakerZero's code
    override func viewDidLoad() {
        super.viewDidLoad()
        webView.configuration.preferences.setValue(true, forKey: "allowFileAccessFromFileURLs")
        //webView.configuration.preferences.setValue(true, forKey: "allowUniversalAccessFromFileURLs")
        let htmlPath = Bundle.main.url(forResource: "index", withExtension: "html", subdirectory: "www")!
        webView.loadFileURL(htmlPath, allowingReadAccessTo: htmlPath)
        webView.navigationDelegate = self
        view = webView

    }
 
    /* below are untouched */
 
    // MARK: UIDocumentBrowserViewControllerDelegate
 
    func documentBrowser(_ controller: UIDocumentBrowserViewController, didRequestDocumentCreationWithHandler importHandler: @escaping (URL?, UIDocumentBrowserViewController.ImportMode) -> Void) {
        let newDocumentURL: URL? = nil
     
        // Set the URL for the new document here. Optionally, you can present a template chooser before calling the importHandler.
        // Make sure the importHandler is always called, even if the user cancels the creation request.
        if newDocumentURL != nil {
            importHandler(newDocumentURL, .move)
        } else {
            importHandler(nil, .none)
        }
    }
 
    func documentBrowser(_ controller: UIDocumentBrowserViewController, didPickDocumentsAt documentURLs: [URL]) {
        guard let sourceURL = documentURLs.first else { return }
     
        // Present the Document View Controller for the first document that was picked.
        // If you support picking multiple items, make sure you handle them all.
        presentDocument(at: sourceURL)
    }
 
    func documentBrowser(_ controller: UIDocumentBrowserViewController, didImportDocumentAt sourceURL: URL, toDestinationURL destinationURL: URL) {
        // Present the Document View Controller for the new newly created document
        presentDocument(at: destinationURL)
    }
 
    func documentBrowser(_ controller: UIDocumentBrowserViewController, failedToImportDocumentAt documentURL: URL, error: Error?) {
        // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
    }
 
    // MARK: Document Presentation
 
    func presentDocument(at documentURL: URL) {
        let document = Document(fileURL: documentURL)

        // Access the document
        document.open(completionHandler: { success in
            if success {
                // Display the content of the document:
                let view = DocumentView(document: document, dismiss: {
                    self.closeDocument(document)
                })

                let documentViewController = UIHostingController(rootView: view)
                self.present(documentViewController, animated: true, completion: nil)
            } else {
                // Make sure to handle the failed import appropriately, e.g., by presenting an error message to the user.
            }
        })
    }

    func closeDocument(_ document: Document) {
        dismiss(animated: true) {
            document.close(completionHandler: nil)
        }
    }
}

Step 4
define ios target properties
  • Click the root project from XCode left panel
  • Click Info tab
  • Under Custom iOS Target Properties, right click and add row App Transport Security Settings
  • Select newly added App Transport Security Settings and click small + on right
  • Select and add Allow Arbitrary Loads and change value to YES

Step 5
Build!!!!!!!

Optional

I found that it can get messy when rotating iphone - here is how to 'fix' the orientation.
Under General tab of your app, tick/untick Portrait / Landscape part to fix orientation.

Also, modify index.html's meta tag may also help but haven't tried it yet

Thanks mvstone! It works!

However even for default blank MZ projects, my app on iPhone 8+ loads super slow (black screen for ~3 minutes before menu comes up).
Do you experience slow loading time as well?
In addition, iOS simulator doesn't really work for me - does it work on your side?
 

MiltonSSR

Villager
Member
Joined
Aug 21, 2020
Messages
8
Reaction score
1
First Language
English
Primarily Uses
Other
Actually, solved the slow loading problem: just add the following lines to viewDidLoad(), after line "super.viewDidLoad()"

// fix for slow loading
let webViewCofig = WKWebViewConfiguration()
webViewCofig.dataDetectorTypes = []
webView = WKWebView(frame: view.frame, configuration: webViewCofig)

source of fix: https://stackoverflow.com/questions...kwebview-to-load-local-html/53527592#53527592

Another thing is that the app's energy impact is super high (almost red). Not sure if it's possible to solve that
 

mvstone

Villager
Member
Joined
Sep 3, 2020
Messages
19
Reaction score
12
First Language
JP, EN
Primarily Uses
RMMV
Hey MiltonSSR

Glad it worked! But credit goes to BreakerZero :guffaw:

I haven't tried on MZ (will download the trial and test).
Even on MV, iOS simulator is super super slow - unplayable. It works much faster when done on actual device via test flight.

I will experiment more and let you know. As for MZ, I read it somewhere the new effect is slow on mobile.

edit1:
Thanks for load fix - I updated my previous post to reflect it

edit2:
I have installed and tried MZ, but when I try to launch it, RPG Maker returned an error

ReferenceError
Can't find variable: WebAssembly
 
Last edited:

mvstone

Villager
Member
Joined
Sep 3, 2020
Messages
19
Reaction score
12
First Language
JP, EN
Primarily Uses
RMMV
Something is not quite working for MZ.
I have created a vanilla MZ project to my iPhone 11 Pro (using steps above)

It builds with no errors, and I can open the app in iPhone, but it stays blank (black screen) forever.

I then have tried this plugin suggested here to see if it would work, but same blank screen (XCode's debug navigator shows about 5% CPU usage and 33.4MB memory usage)
 

Latest Threads

Latest Posts

Latest Profile Posts

made a face sprite for the little guy using default cat for comparison, I'm rather pleased with how it turned out!

image.png
Playing arounnd with NUUN's Battle Result as a VS Victory Aftermath alternative. Loving it so far despite the learning curve (there are a LOT of parameters)

1701665328725.png

Just have to figure out how to addin sub class progress.
Partitito's story is supposed to be about defeating poverty while thinking he is a capitalist with socialist ideas. But it's really about stories of redemption and perseverance.
Who would have thought an idea like "I wanna put the character bio in the equip screen" would turn into a bunch of work and fun collaboration @Puppet Knight . Now my Equip/Character screen is the way I want it.
Screenshot 2023-12-03 194313.png
Just one more week of grinding through semester finals and I'll be able to actually work on some games and stuff. Hopefully I'll be able to work on my game document to actually have my ideas somewhere outside of my cranium of madness.

Forum statistics

Threads
136,729
Messages
1,269,254
Members
180,447
Latest member
somedudewhoplays
Top