iOS export only works with Debug ticked

Godot Version

4.3

Question

My exports for iOS fail every time unless I leave “Export with Debug” ticked in the Save a File window.
If I don’t tick “Export with Debug”, I get the following error:
[AppName] has conflicting provisioning settings. [AppName] is automatically signed for development, but a conflicting code signing identity iPhone Distribution has been manually specified. Set the code signing identity value to “Apple Development” in the build settings editor, or switch to manual signing in the Signing & Capabilities editor. (in target [AppName] from project [AppName])

Of course, I can just export with “Export with Debug” ticked, but I don’t like not knowing what’s going on. The mention of conflicting provisioning settings is also a bit worrying.

Is there somewhere a thorough tutorial for exporting to iOS? The manual doesn’t explain anything

1 Like

Hey, did you fix it? I am facing the exact same issue with Godot 4.3

UPDATE: I fixed it for myself!

Here is how I fixed it in Dec 2025 with Godot 4.5.1 and XCode 26.2 on MacOS 26.1:

  • Project > Export > Code Sign Identity Release: Set this to Apple Distribution: Your Full Name (App Store Team ID). Remember to replace Your Full Name and App Store Team ID with correct values.
  • Project > Export > Provisioning Profile UUID Release: Set this to the UUID of your Provisioning Profile. Do this manually by opening the provisioning profile file in a text editor and looking for the right UUID.