After export for Mac OS it shows as Game Mode , be cool if we could execute Game Mode directly from Run Project .
Also I noticed it quite useful to remove some of the identifiers inside Info.plist to speed up game .
on Tahoe without category game or its execute in GameMode without load screen
The info.plist file is (IIRC) checked and used at runtime; it’s just a text file. You can edit it in whatever text editor you like. The xcode support just wraps a gui around editing it. It doesn’t require the app be built with xcode either, unless things have changed since the last time I did mac dev.
In the export settings on macOS exports in Godot (since some 4.x release?) you can add additional info-plist content like this in the application/additional_plist_content field. This way you don’t need to edit the info plist file manually or set up a custom export template.
I don’t know what the “x86 check” you’re referring to is. The presence of x86 in the info plist is I think an indication that the binary is universal and can run on both intel and apple processors natively. I would guess removing it from the plist would just make it not run on older intel-based macs, without any benefits. But maybe there are other effects then?
If there are benefits for not including x86/intel support what you probably want is to try get the export to be for arm/apple processors only. I’m not sure if that is currently possible in Godot exports though.
I’m currently at that phase but official builds are universal , so compiling editor is easy .
But making template I have discovered gap between doc and what editor expect .
Making debug and release template and packing them , but this end up with .zip .
As soon as I try install template from file it doesn’t work .
Basically Game Mode still enable when game have valid info.plist , but as it runs inside editor it’s not identify as Game so it won’t recognise it as Game because info.plist for Godot.app is used .