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