godotengine / godotengine/godot

iOS exports: XCode generated files always come with default provisioning even if empty in export settings

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#94,876 6 comments 0 reactions 1 assignee Claimed by @bruvzg View on GitHub
bug platform:ios topic:export
Dominant language
C++
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Description

### Tested versions

- Reproductible in Godot 4.3 Beta 3 and Godot 4.3 RC 1

### System information

Godot v4.3.rc1 - macOS 14.5.0 - Vulkan (Mobile) - integrated Apple M3 Pro - Apple M3 Pro (12 Threads)

### Issue description

Each time I open the XCode project generated by the iOS export and run my game, I have a build error

"[game] has conflicting provisioning settings. [game] is automatically signed for development, but a conflicting code signing identity iPhone Distribution has been manually specified."

I must uncheck/check "Automatically manage signing" and then choose my provisioning profile to run the game.
If I keep the corresponding export settings empty, this should not happen ?

### Steps to reproduce

- Export any project to iOS and do not provide provisioning settings in the export settings.
- Open the XCode project that has been generated.
- Run the game on an iOS device
=> Build error like mentioned in the description

### Minimal reproduction project (MRP)

N/A

Contributor guide

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