Error trying to export to ios

Godot Version

4.6

Question

I’m trying to export a godot game on my Mac to an Xcode project but I keep getting build failed code 0. I can’t figure it out and its driving me crazy. Godot Engine v4.5.1.stable.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
— Debug adapter server started on port 6006 —
— GDScript language server started on port 6005 —
Set application/bundle_identifier
Set application/bundle_identifier
Set application/bundle_identifier
Set application/bundle_identifier
Set application/app_store_team_id
Static framework: libgodot.ios.debug.xcframework
Unzipping…
READ: data.pck
READ: godot_ios/
READ: godot_ios/Launch Screen.storyboard
ADDING: CCG Engine/Launch Screen.storyboard size: 3033
READ: godot_ios/dummy.cpp
ADDING: CCG Engine/dummy.cpp size: 2493
READ: godot_ios/dummy.h
ADDING: CCG Engine/dummy.h size: 2285
READ: godot_ios/dummy.swift
ADDING: CCG Engine/dummy.swift size: 2252
READ: godot_ios/en.lproj/
READ: godot_ios/en.lproj/InfoPlist.strings
ADDING: CCG Engine/en.lproj/InfoPlist.strings size: 44
Creating ../../Desktop/CCG Engine/en.lproj
READ: godot_ios/export_options.plist
ADDING: CCG Engine/export_options.plist size: 488
READ: godot_ios/godot_ios-Info.plist
ADDING: CCG Engine/CCG Engine-Info.plist size: 1816
READ: godot_ios/godot_ios.entitlements
ADDING: CCG Engine/CCG Engine.entitlements size: 190
READ: godot_ios/Images.xcassets/
READ: godot_ios/Images.xcassets/SplashImage.imageset/
READ: godot_ios/Images.xcassets/SplashImage.imageset/Contents.json
ADDING: CCG Engine/Images.xcassets/SplashImage.imageset/Contents.json size: 343
Creating ../../Desktop/CCG Engine/Images.xcassets/SplashImage.imageset
READ: godot_ios/Images.xcassets/SplashImage.imageset/splash@2x.png
ADDING: CCG Engine/Images.xcassets/SplashImage.imageset/splash@2x.png size: 14779
READ: godot_ios/Images.xcassets/SplashImage.imageset/splash@3x.png
ADDING: CCG Engine/Images.xcassets/SplashImage.imageset/splash@3x.png size: 14779
READ: godot_ios/dylibs/
READ: godot_ios/dylibs/empty
ADDING: CCG Engine/dylibs/empty size: 42
Creating ../../Desktop/CCG Engine/dylibs
READ: godot_ios.xcodeproj/
READ: godot_ios.xcodeproj/project.pbxproj
ADDING: CCG Engine.xcodeproj/project.pbxproj size: 15543
Creating ../../Desktop/CCG Engine.xcodeproj
READ: godot_ios.xcodeproj/project.xcworkspace/
READ: godot_ios.xcodeproj/project.xcworkspace/contents.xcworkspacedata
ADDING: CCG Engine.xcodeproj/project.xcworkspace/contents.xcworkspacedata size: 156
Creating ../../Desktop/CCG Engine.xcodeproj/project.xcworkspace
READ: godot_ios.xcodeproj/xcshareddata/
READ: godot_ios.xcodeproj/xcshareddata/xcschemes/
READ: godot_ios.xcodeproj/xcshareddata/xcschemes/godot_ios.xcscheme
ADDING: CCG Engine.xcodeproj/xcshareddata/xcschemes/CCG Engine.xcscheme size: 3458
Creating ../../Desktop/CCG Engine.xcodeproj/xcshareddata/xcschemes
READ: libgodot.ios.debug.xcframework/
READ: libgodot.ios.debug.xcframework/Info.plist
ADDING: CCG Engine.xcframework/Info.plist size: 1028
Creating ../../Desktop/CCG Engine.xcframework
READ: libgodot.ios.debug.xcframework/ios-arm64/
READ: libgodot.ios.debug.xcframework/ios-arm64/empty
READ: libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
ADDING: CCG Engine.xcframework/ios-arm64/libgodot.a size: 224910984
Creating ../../Desktop/CCG Engine.xcframework/ios-arm64
READ: libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/
READ: libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/empty
READ: libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
ADDING: CCG Engine.xcframework/ios-arm64_x86_64-simulator/libgodot.a size: 212167448
Creating ../../Desktop/CCG Engine.xcframework/ios-arm64_x86_64-simulator
READ: libgodot.ios.release.xcframework/
READ: libgodot.ios.release.xcframework/Info.plist
READ: libgodot.ios.release.xcframework/ios-arm64/
READ: libgodot.ios.release.xcframework/ios-arm64/empty
READ: libgodot.ios.release.xcframework/ios-arm64/libgodot.a
READ: libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/
READ: libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/empty
READ: libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
READ: MoltenVK.xcframework/
READ: MoltenVK.xcframework/ios-arm64/
READ: MoltenVK.xcframework/ios-arm64/libMoltenVK.a
ADDING: MoltenVK.xcframework/ios-arm64/libMoltenVK.a size: 9611272
READ: MoltenVK.xcframework/ios-arm64_x86_64-simulator/
READ: MoltenVK.xcframework/ios-arm64_x86_64-simulator/libMoltenVK.a
ADDING: MoltenVK.xcframework/ios-arm64_x86_64-simulator/libMoltenVK.a size: 20264336
READ: MoltenVK.xcframework/ios-arm64_x86_64-maccatalyst/
READ: MoltenVK.xcframework/ios-arm64_x86_64-maccatalyst/libMoltenVK.a
ADDING: MoltenVK.xcframework/ios-arm64_x86_64-maccatalyst/libMoltenVK.a size: 20366392
READ: MoltenVK.xcframework/Info.plist
ADDING: MoltenVK.xcframework/Info.plist size: 2834
READ: PrivacyInfo.xcprivacy
ADDING: PrivacyInfo.xcprivacy size: 990
Exporting launch screen storyboard
Exporting additional assets
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -project “../../Desktop/CCG Engine.xcodeproj” -scheme “CCG Engine” -sdk iphoneos -configuration Debug -destination generic/platform=ios archive -allowProvisioningUpdates -archivePath “../../Desktop/CCG Engine.xcarchive”

Build settings from command line:
SDKROOT = iphoneos26.2

2026-02-08 17:01:25.764 xcodebuild[55931:6640075] CFPropertyListCreateFromXMLData(): Old-style plist parser: missing semicolon in dictionary on line 156. Parsing will be abandoned. Break on _CFPropertyListMissingSemicolon to debug.
2026-02-08 17:01:25.765 xcodebuild[55931:6640075] Error Domain=NSCocoaErrorDomain Code=3840 “JSON text did not start with array or object and option to allow fragments not set. around line 1, column 0.” UserInfo={NSDebugDescription=JSON text did not start with array or object and option to allow fragments not set. around line 1, column 0., NSJSONSerializationErrorIndex=0}

2026-02-08 17:01:25.767 xcodebuild[55931:6640075] Writing error result bundle to /var/folders/c8/xc_4st1n6zl28gf9fjv4pczw0000gn/T/ResultBundle_2026-08-02_17-01-0025.xcresult

xcodebuild: error: Unable to read project ‘CCG Engine.xcodeproj’ from folder ‘/Users/jeffreyharnisch/Downloads/ccg-engine-db05e4f73793b9ddb13bd46c2076f0c2730bad38/../../Desktop’.
Reason: The project ‘CCG Engine’ is damaged and cannot be opened due to a parse error. Examine the project file for invalid edits or unresolved source control conflicts.

Path: /Users/jeffreyharnisch/Desktop/CCG Engine.xcodeproj

ERROR: editor/export/editor_export_platform.h:255 - Xcode Build: Failed to run xcodebuild with code 0


Best is export all , and also check if you filled all fields . Also if you want to test it in Xcode iOS simulator it won’t open, only on physical device or your Mac .

i tried that but i am still getting the same error. its so frustrating. :frowning:

Have you imported maybe project from other version of Godot ?
sometimes remove .godot folder can help , also what option do you choosing ?
I had this a few times and few iteration of changing bundle name, or copying values from empty Xcode project can help .( ID related )