1: Getting Started
2: Building Logic
5: Game Mechanics
6: Advanced Topics
7: Testing & Tuning
8: The Last 10%
M1: Mobile - Intro
M2: Mobile - Basics
M3: Mobile - Services
M4: Mobile - Publishing
B: How-To Guides
3.0 Drafts (In Progress)
Testing Your Game on your iOS Device
We'll be phasing out the MAC address restriction by Stencyl 3.0 in favor of simpler, more secure means.
Step 1: Obtain the MAC Address
In order to test your game on your iOS device, you must enter in each device's MAC address into Stencyl. A MAC address is a unique identifier for a device.
You can find this under Settings > General > About > Wi-Fi Address
The value looks like this:
Step 2: Enter the MAC Address in to Stencyl
Enter in the MAC address in Preferences > Mobile
If you wish to run on multiple devices, enter in each address, separated by a comma. For example...
Step 3: Run the Game
1) Click on Test Game (Device)
2) Xcode will open up.
Troubleshooting - I can't test games on my device.
Reason #1 You must have an iOS developer license from Apple to test on your device.
Buy one or obtain an academic version if your university participates.
Reason #2 - The iOS SDK installed on your computer must match the major/base version on your device.
For example, if you have a device with iOS 4.x, your computer must have iOS SDK 4.x to test on that device. This is a restriction that Apple imposes.
So what if you have a mix of devices on iOS 4 and iOS 5? Install the SDK that matches your preferred testing device and use server builds to test on the others.
Reason #3 - Xcode does not recognize your device.
In Xcode, go to Window > Organizer and then right-click your device in the list and select 'Add Device to Provisioning Portal'
Reason #4 - Your device isn't hooked up to your computer.
Don't overlook the obvious. Does iTunes recognize that your device is hooked up?
Reason #5 - You didn't wait for Xcode to recognize the device.
Xcode takes a few seconds to recognize the device each time. It will typically say "Fetching debug symbols" which is your cue that it's about to find the device. After that finishes loading, then click on the Scheme dropdown and your device should be there.
Reason #6 - You're trying to test an iPad-only game on an iPhone.
Reason #7 - You see "CodeSign error: Certificate identity 'iPhone Developer: YOUR NAME (##########)' appears more than once in the keychain. The codesign tool requires there only be one."
The solution is to go into Organizer - under library - provisioning profiles, delete all of them and then reinstall any profiles still needed.
Troubleshooting - I published an Ad Hoc build. It errors out when installing on my device.
This happens when your game gets built with your App Store profile, rather than your Ad Hoc profile. Games built for the App Store can only be submitted to Apple - they never run on the device.
There is a bug in Stencyl 1.3.4 where building for Ad Hoc mistakenly pulls from the App Store field. This has been fixed for Stencyl 1.4.1. To work around it for now, you can supply the Ad Hoc profile in *both* the Ad Hoc and App Store fields under Preferences > Mobile.
Troubleshooting - Why does testing on the device take so long?
If you test on your device from Xcode, there is a long lag time between when your hit run and when the game begins loading (the loading bar shows up).
This is not Stencyl's fault - it's an inherent part of the Xcode debugging process in which the app is transferred to the device and is set up in debug mode.
Your apps will load much quicker in real-world situations, and the only load time that is attributable to iStencyl is the time between when the loading bar shows and the game begins.
Last Updated: 2012-03-28 by Jon
13183 have read this article
Disclaimer: The Stencyl Team does not actively monitor comments on articles. If you're seeking help for your game, please ask a question on the forums. Thanks!