
Love2d Ios
- 15 installs
- 18 repo stars
- Updated January 30, 2026
- chongdashu/love2d-pocket-bomber-game
Build and deploy Love2D games to iOS covering Xcode setup, bundling, touch controls, and common build issues.
About
Guides packaging Love2D games for iOS with Xcode project setup, resource bundling, and touch-first controls. Used when a developer deploys a Love2D game to iOS devices or the App Store.
- Xcode project setup and bundling for Love2D
- Touch controls and common build-issue fixes
Love2d Ios by the numbers
- 15 all-time installs (skills.sh)
- Ranked #783 of 1,039 Mobile Development skills by installs in the Skillselion catalog
- Data as of Aug 1, 2026 (Skillselion catalog sync)
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| Installs | 15 |
|---|---|
| repo stars | ★ 18 |
| Last updated | January 30, 2026 |
| Repository | chongdashu/love2d-pocket-bomber-game ↗ |
What it does
Build and deploy Love2D games to iOS covering Xcode setup, bundling, touch controls, and common build issues.
Files
Love2D iOS Development
Build games with Love2D and deploy them to iOS devices—from first prototype to App Store.
Philosophy: Mobile-First Game Development
Love2D was born on desktop, but mobile is where players are. The challenge isn't just "making it run on iOS"—it's rethinking the game for touch.
Before building for iOS, ask:
- How will players interact without a keyboard?
- What screen sizes and orientations should be supported?
- Is the game's pacing appropriate for mobile sessions?
- What gestures feel natural for this game's actions?
Core principles:
1. Touch is not a keyboard substitute: Design touch controls that feel native, not bolted-on. A virtual d-pad is a last resort, not a first choice.
2. Screen size is a variable, not a constant: Hard-coded coordinates break on different devices. Think in percentages and relative positions.
3. The build pipeline is fragile: Xcode projects, code signing, and bundle resources have many failure points. Understand the system, don't just copy commands.
4. Iterate on device early: The simulator lies. Test on real hardware as soon as possible.
---
Development Workflow
Desktop Development First
Develop and test on desktop before touching iOS:
# macOS: Love2D isn't in PATH by default
/Applications/love.app/Contents/MacOS/love /path/to/game
# Or create an alias in ~/.zshrc
alias love="/Applications/love.app/Contents/MacOS/love"Project Structure
my-game/
├── conf.lua # Window size, Love2D version
├── main.lua # Entry point
├── touch.lua # Mobile touch controls (optional on desktop)
└── [game modules] # Player, enemies, etc.iOS Build Pipeline
See references/ios-setup.md for detailed setup steps.
Quick overview: 1. Download Love2D iOS source + Apple libraries 2. Copy libraries to Xcode project 3. Create game.love (zip of Lua files) 4. Add game.love to Xcode bundle resources 5. Configure signing and deploy
Update Workflow
Every code change requires rebuilding:
# From game directory
rm -f game.love
zip -9 -r game.love *.lua [assets/]
cp game.love /path/to/xcode/ios/
# Then build in Xcode (Cmd+R)---
Touch Control Patterns
See references/touch-controls.md for implementation details.
Choosing the Right Pattern
| Game Type | Recommended Control |
|---|---|
| Platformer | Virtual joystick + action buttons |
| Puzzle | Direct touch/drag on game objects |
| Endless runner | Tap/swipe gestures |
| Turn-based | Tap to select, tap to confirm |
| Twin-stick | Dual virtual joysticks |
Touch Event Basics
function love.touchpressed(id, x, y, dx, dy, pressure)
-- id: unique per finger (for multitouch)
-- x, y: screen coordinates
end
function love.touchmoved(id, x, y, dx, dy, pressure)
-- Track finger movement
end
function love.touchreleased(id, x, y, dx, dy, pressure)
-- Clean up touch state
endPlatform Detection
local function isMobile()
local os = love.system.getOS()
return os == "iOS" or os == "Android"
end
-- Use this to conditionally show touch controls
if isMobile() then
touchControls = require("touch")
end---
Screen Adaptation
Dynamic Sizing
Never hard-code 800x600. Always query dimensions:
local screenW, screenH
function love.load()
screenW, screenH = love.graphics.getDimensions()
end
function love.resize(w, h)
screenW, screenH = w, h
-- Reposition UI, regenerate layouts
endPositioning Strategies
Percentage-based:
local buttonX = screenW * 0.85 -- 85% from left
local buttonY = screenH * 0.9 -- 90% from topAnchor-based:
local margin = 20
local rightEdge = screenW - margin
local bottomEdge = screenH - marginAspect-ratio aware:
local targetAspect = 16/9
local currentAspect = screenW / screenH
-- Add letterboxing or adjust game area---
Anti-Patterns to Avoid
❌ Hard-coded coordinates
-- BAD: Breaks on different screens
player.x = 400
button.y = 550Why bad: iPhone SE and iPad Pro have very different dimensions. Better: Use percentages or anchor points relative to screen size.
❌ Ignoring the "No-game screen" Why bad: Your game.love wasn't bundled—the app is working, your game isn't loaded. Better: Verify game.love is in "Copy Bundle Resources" build phase.
❌ Testing only on simulator Why bad: Simulator has different performance, touch behavior, and screen characteristics. Better: Deploy to a real device early and often.
❌ Giant virtual joysticks Why bad: Obscures gameplay, feels clunky. Better: Semi-transparent, appropriately sized (60-80px radius), positioned in thumb-reach zones.
❌ Copying Xcode project changes blindly Why bad: You won't know how to fix it when it breaks differently. Better: Understand the project.pbxproj structure—PBXBuildFile, PBXFileReference, build phases.
❌ Forgetting to rebuild game.love Why bad: You're testing old code and wondering why changes don't work. Better: Script the rebuild process. Make it one command.
---
Common Issues and Solutions
Deployment Target Errors
Error: IPHONEOS_DEPLOYMENT_TARGET is set to 8.0, but range is 12.0 to X.X
Fix:
find . -name "*.pbxproj" -exec sed -i '' \
's/IPHONEOS_DEPLOYMENT_TARGET = 8.0/IPHONEOS_DEPLOYMENT_TARGET = 15.0/g' {} \;"No-game screen" on Device
Cause: game.love not in bundle resources.
Fix: Add game.love to Xcode project: 1. Right-click ios folder → Add Files 2. Select game.love 3. Ensure "Add to targets: love-ios" is checked
If that fails, see references/xcode-project-structure.md for manual pbxproj editing.
Signing Errors
Fix: In Xcode: 1. Select love-ios target 2. Signing & Capabilities → Select your Team 3. Change Bundle Identifier to something unique
Touch Not Responding
Causes:
- Not implementing touch callbacks
- Touch area too small (minimum 44x44 points recommended)
- Touch being consumed by wrong element
---
Variation Guidance
Touch control layouts should vary based on:
- Game genre (platformer vs puzzle vs action)
- Screen size (phone vs tablet)
- Player handedness (consider offering options)
- Game complexity (fewer buttons for simpler games)
Avoid converging on:
- Always using virtual joystick (sometimes gestures are better)
- Always putting fire button bottom-right (context matters)
- Fixed button sizes (adapt to screen)
---
File Locations Reference
| Purpose | Path |
|---|---|
| Xcode project | love-X.X-ios-source/platform/xcode/love.xcodeproj |
| iOS libraries | love-X.X-ios-source/platform/xcode/ios/libraries/ |
| game.love destination | love-X.X-ios-source/platform/xcode/ios/game.love |
| Project config | love.xcodeproj/project.pbxproj |
---
Remember
Love2D makes game development joyful. iOS deployment adds friction, but understanding the pipeline—not just following steps—makes you resilient when things break.
The goal isn't "run on iOS." The goal is "feel great on iOS."
Touch controls that feel native, layouts that adapt gracefully, and a build process you understand—that's the standard.
Claude is capable of building complete, polished mobile games. These guidelines illuminate the path from desktop prototype to iOS deployment.
iOS Build Setup
Complete setup guide for building Love2D games on iOS.
Prerequisites
- macOS with Xcode installed (16+ recommended)
- Apple Developer Account (free works for personal device testing)
- iOS device connected via USB
- Love2D desktop app for testing
Step 1: Download Required Files
From https://love2d.org/ or https://github.com/love2d/love/releases:
1. `love-X.X-ios-source.zip` - Xcode project and source 2. `love-X.X-apple-libraries.zip` - Required iOS libraries
Step 2: Extract and Setup Libraries
# Extract both archives
unzip love-11.5-ios-source.zip
unzip love-11.5-apple-libraries.zip
# Copy iOS libraries to correct location
cp -r love-apple-dependencies/iOS/libraries/* \
love-11.5-ios-source/platform/xcode/ios/libraries/Verify libraries installed:
ls love-11.5-ios-source/platform/xcode/ios/libraries/
# Should see: freetype, lua, openal-soft, etc.Step 3: Fix Deployment Target
Modern Xcode requires iOS 12.0+ deployment target. Love2D ships with 8.0.
cd love-11.5-ios-source/platform/xcode
# Update all project files
find . -name "*.pbxproj" -exec sed -i '' \
's/IPHONEOS_DEPLOYMENT_TARGET = 8.0/IPHONEOS_DEPLOYMENT_TARGET = 15.0/g' {} \;
# Also fix any 12.0 targets if needed
find . -name "*.pbxproj" -exec sed -i '' \
's/IPHONEOS_DEPLOYMENT_TARGET = 12.0/IPHONEOS_DEPLOYMENT_TARGET = 15.0/g' {} \;Why 15.0? Balances broad device compatibility with modern iOS features.
Step 4: Create game.love
cd /path/to/your/game
# Bundle all Lua files
zip -9 -r game.love *.lua
# Include assets if you have them
zip -9 -r game.love *.lua assets/ sounds/ images/Step 5: Add game.love to iOS Project
cp game.love love-11.5-ios-source/platform/xcode/ios/Important: Copying the file is not enough. You must add it to Xcode's bundle resources.
Method A: Xcode UI (Preferred)
1. Open love.xcodeproj in Xcode 2. In project navigator, right-click the ios folder 3. Select "Add Files to 'love'..." 4. Navigate to and select game.love 5. Check "Add to targets: love-ios" 6. Click Add
Method B: Manual pbxproj Edit
If Xcode UI doesn't work, see xcode-project-structure.md for manual editing.
Step 6: Configure Signing
1. Select love-ios target (not love-macosx) 2. Go to Signing & Capabilities tab 3. Select your Team from dropdown 4. Change Bundle Identifier to something unique:
- Example:
com.yourname.yourgame - Must be globally unique
Step 7: Build and Deploy
1. Connect iOS device via USB 2. Select your device as run destination (not simulator) 3. Press ⌘R or Product → Run 4. Trust the developer certificate on device if prompted:
- Settings → General → VPN & Device Management
Troubleshooting
"No-game screen"
game.love not bundled. Verify in Xcode: 1. Select love-ios target 2. Build Phases → Copy Bundle Resources 3. Confirm game.love is listed
Build succeeds but app crashes
Check Console.app on Mac for crash logs. Common causes:
- Missing assets referenced in Lua
- Syntax errors in Lua files
- Library incompatibilities
"Signing requires a development team"
Select your Apple ID team in Signing & Capabilities.
Simulator vs Device
The simulator is x86/ARM translated and doesn't perfectly match iOS behavior. Always verify on real hardware before considering the build "done."
Touch Controls Implementation
Patterns and code for implementing touch controls in Love2D iOS games.
Touch Event System
Love2D provides three touch callbacks:
function love.touchpressed(id, x, y, dx, dy, pressure)
-- Finger touched screen
-- id: unique identifier for this finger (multitouch support)
-- x, y: position in screen coordinates
-- pressure: 0-1 on devices that support it
end
function love.touchmoved(id, x, y, dx, dy, pressure)
-- Finger moved while touching
-- dx, dy: delta from last position
end
function love.touchreleased(id, x, y, dx, dy, pressure)
-- Finger lifted from screen
endImportant: Track touch IDs for multitouch. Don't assume single touch.
Virtual Joystick Implementation
Basic Structure
local Touch = {}
Touch.__index = Touch
function Touch:new(screenW, screenH)
local self = setmetatable({}, Touch)
self.screenW = screenW
self.screenH = screenH
-- Joystick state
self.joystick = {
active = false,
touchId = nil,
baseX = 0,
baseY = 0,
knobX = 0,
knobY = 0,
radius = 60,
knobRadius = 25,
deadzone = 0.15
}
-- Output values (-1 to 1)
self.moveX = 0
self.moveY = 0
return self
endFloating Joystick Pattern
Joystick appears where you touch (more intuitive than fixed position):
function Touch:touchpressed(id, x, y)
local js = self.joystick
-- Left third of screen, bottom half = joystick zone
if x < self.screenW / 3 and y > self.screenH / 2 then
js.active = true
js.touchId = id
js.baseX = x
js.baseY = y
js.knobX = x
js.knobY = y
end
end
function Touch:touchmoved(id, x, y)
local js = self.joystick
if js.active and js.touchId == id then
local dx = x - js.baseX
local dy = y - js.baseY
local dist = math.sqrt(dx * dx + dy * dy)
-- Clamp knob to radius
if dist > js.radius then
dx = dx / dist * js.radius
dy = dy / dist * js.radius
dist = js.radius
end
js.knobX = js.baseX + dx
js.knobY = js.baseY + dy
-- Normalize to -1 to 1 with deadzone
local normalizedDist = dist / js.radius
if normalizedDist < js.deadzone then
self.moveX = 0
self.moveY = 0
else
-- Remap deadzone to full range
local scale = (normalizedDist - js.deadzone) / (1 - js.deadzone)
self.moveX = (dx / dist) * scale
self.moveY = (dy / dist) * scale
end
end
end
function Touch:touchreleased(id)
local js = self.joystick
if js.touchId == id then
js.active = false
js.touchId = nil
self.moveX = 0
self.moveY = 0
end
endDrawing the Joystick
function Touch:draw()
local js = self.joystick
if js.active then
-- Base circle (semi-transparent)
love.graphics.setColor(1, 1, 1, 0.3)
love.graphics.circle("fill", js.baseX, js.baseY, js.radius)
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.circle("line", js.baseX, js.baseY, js.radius)
-- Knob
love.graphics.setColor(0.2, 0.6, 1, 0.8)
love.graphics.circle("fill", js.knobX, js.knobY, js.knobRadius)
end
love.graphics.setColor(1, 1, 1, 1) -- Reset color
endAction Buttons
Button Structure
function Touch:new(screenW, screenH)
-- ... joystick setup ...
-- Action buttons (right side of screen)
local btnSize = 70
local margin = 30
self.fireButton = {
x = screenW - margin - btnSize,
y = screenH - margin - btnSize,
radius = btnSize / 2,
active = false,
touchId = nil,
label = "FIRE",
color = {0.8, 0.2, 0.2}
}
self.jumpButton = {
x = screenW - margin - btnSize,
y = screenH - margin - btnSize * 2 - 20,
radius = btnSize / 2,
active = false,
touchId = nil,
label = "JUMP",
color = {0.2, 0.7, 0.3}
}
self.shooting = false
self.jumped = false
endButton Touch Handling
local function pointInCircle(px, py, cx, cy, r)
local dx = px - cx
local dy = py - cy
return (dx * dx + dy * dy) <= (r * r)
end
function Touch:touchpressed(id, x, y)
-- Check fire button
local fb = self.fireButton
if pointInCircle(x, y, fb.x, fb.y, fb.radius * 1.2) then
fb.active = true
fb.touchId = id
self.shooting = true
return
end
-- Check jump button
local jb = self.jumpButton
if pointInCircle(x, y, jb.x, jb.y, jb.radius * 1.2) then
jb.active = true
jb.touchId = id
self.jumped = true -- Single press, not held
return
end
-- ... joystick handling ...
end
function Touch:touchreleased(id)
if self.fireButton.touchId == id then
self.fireButton.active = false
self.fireButton.touchId = nil
self.shooting = false
end
if self.jumpButton.touchId == id then
self.jumpButton.active = false
self.jumpButton.touchId = nil
end
-- ... joystick handling ...
endDrawing Buttons
function Touch:drawButton(btn)
-- Button background
if btn.active then
love.graphics.setColor(btn.color[1], btn.color[2], btn.color[3], 0.9)
else
love.graphics.setColor(btn.color[1], btn.color[2], btn.color[3], 0.5)
end
love.graphics.circle("fill", btn.x, btn.y, btn.radius)
-- Button border
love.graphics.setColor(1, 1, 1, 0.7)
love.graphics.circle("line", btn.x, btn.y, btn.radius)
-- Label
love.graphics.setColor(1, 1, 1, 0.9)
local font = love.graphics.getFont()
local textW = font:getWidth(btn.label)
local textH = font:getHeight()
love.graphics.print(btn.label, btn.x - textW/2, btn.y - textH/2)
end
function Touch:draw()
self:drawButton(self.fireButton)
self:drawButton(self.jumpButton)
-- ... joystick drawing ...
endIntegrating with Game Logic
In main.lua
local Touch = require("touch")
local touchControls
function love.load()
local w, h = love.graphics.getDimensions()
if love.system.getOS() == "iOS" or love.system.getOS() == "Android" then
touchControls = Touch:new(w, h)
end
end
function love.update(dt)
if touchControls then
-- Pass touch input to player
player:setTouchInput(
touchControls.moveX,
touchControls.moveY,
touchControls.shooting,
touchControls.jumped
)
-- Clear single-press flags
touchControls.jumped = false
end
end
function love.draw()
-- Draw game...
-- Draw touch controls on top
if touchControls then
touchControls:draw()
end
end
function love.touchpressed(id, x, y, dx, dy, pressure)
if touchControls then
touchControls:touchpressed(id, x, y)
end
end
function love.touchmoved(id, x, y, dx, dy, pressure)
if touchControls then
touchControls:touchmoved(id, x, y)
end
end
function love.touchreleased(id, x, y, dx, dy, pressure)
if touchControls then
touchControls:touchreleased(id, x, y)
end
endIn player.lua
function Player:setTouchInput(moveX, moveY, shooting, jump)
self.touchMoveX = moveX or 0
self.touchMoveY = moveY or 0
self.touchShooting = shooting or false
if jump then
self.touchJump = true
end
end
function Player:update(dt)
-- Combine keyboard and touch input
local moveX = 0
if love.keyboard.isDown("left", "a") then moveX = -1 end
if love.keyboard.isDown("right", "d") then moveX = 1 end
-- Touch overrides if active
if math.abs(self.touchMoveX) > 0.1 then
moveX = self.touchMoveX
end
self.x = self.x + moveX * self.speed * dt
-- Jumping
if self.onGround and (love.keyboard.isDown("space", "w", "up") or self.touchJump) then
self.vy = self.jumpForce
self.onGround = false
self.touchJump = false
end
-- Shooting
local shooting = love.mouse.isDown(1) or self.touchShooting
if shooting then
self:shoot()
end
endGesture Patterns
Tap Detection
local tapState = {
startTime = 0,
startX = 0,
startY = 0,
maxTapDuration = 0.3, -- seconds
maxTapDistance = 20 -- pixels
}
function love.touchpressed(id, x, y)
tapState.startTime = love.timer.getTime()
tapState.startX = x
tapState.startY = y
end
function love.touchreleased(id, x, y)
local duration = love.timer.getTime() - tapState.startTime
local dx = x - tapState.startX
local dy = y - tapState.startY
local distance = math.sqrt(dx*dx + dy*dy)
if duration < tapState.maxTapDuration and distance < tapState.maxTapDistance then
onTap(x, y) -- Handle tap
end
endSwipe Detection
local swipeState = {
startX = 0,
startY = 0,
minSwipeDistance = 50
}
function love.touchpressed(id, x, y)
swipeState.startX = x
swipeState.startY = y
end
function love.touchreleased(id, x, y)
local dx = x - swipeState.startX
local dy = y - swipeState.startY
local distance = math.sqrt(dx*dx + dy*dy)
if distance > swipeState.minSwipeDistance then
-- Determine direction
if math.abs(dx) > math.abs(dy) then
if dx > 0 then onSwipe("right")
else onSwipe("left") end
else
if dy > 0 then onSwipe("down")
else onSwipe("up") end
end
end
endBest Practices
1. Touch target size: Minimum 44x44 points (Apple HIG recommendation) 2. Deadzone: 10-20% to prevent drift from resting thumb 3. Visual feedback: Show button press states clearly 4. Transparency: Don't obscure gameplay with opaque controls 5. Thumb reach: Place controls where thumbs naturally rest 6. Multitouch: Always track touch IDs, never assume single touch
Xcode Project Structure
Understanding project.pbxproj for manual game.love bundling.
When You Need This
When Xcode's "Add Files" UI doesn't work or you need to automate the process, you'll need to manually edit love.xcodeproj/project.pbxproj.
project.pbxproj Overview
The pbxproj file is a structured text file (OpenStep plist format) containing:
- PBXBuildFile: Files that get compiled or copied
- PBXFileReference: All files known to the project
- PBXGroup: Folder structure in Xcode navigator
- PBXNativeTarget: Build targets (love-ios, love-macosx)
- PBXResourcesBuildPhase: Files copied to app bundle (this is key!)
Adding game.love Manually
You need to add entries to four sections:
1. PBXBuildFile Section
Find /* Begin PBXBuildFile section */ and add:
GAMELOVE000200000000001 /* game.love in Resources */ = {isa = PBXBuildFile; fileRef = GAMELOVE000100000000001 /* game.love */; };This tells Xcode "game.love should be copied as a resource."
2. PBXFileReference Section
Find /* Begin PBXFileReference section */ and add:
GAMELOVE000100000000001 /* game.love */ = {isa = PBXFileReference; lastKnownFileType = file; name = game.love; path = ios/game.love; sourceTree = "<group>"; };This defines the file reference—where the file lives and what it is.
3. PBXGroup (Resources or iOS folder)
Find the group that represents the ios folder. Look for something like:
/* ios */ = {
isa = PBXGroup;
children = (
...existing files...
);Add your file reference to the children array:
children = (
...existing files...,
GAMELOVE000100000000001 /* game.love */,
);4. Copy Bundle Resources Build Phase
Find the /* Copy Bundle Resources */ section for the love-ios target (not love-macosx). Look for:
/* Copy Bundle Resources */ = {
isa = PBXResourcesBuildPhase;
buildActionMask = 2147483647;
files = (
...existing files...
);Add your build file:
files = (
...existing files...,
GAMELOVE000200000000001 /* game.love in Resources */,
);Important Notes
ID Format
The IDs (like GAMELOVE000200000000001) must be:
- Unique across the entire file
- 24 characters (hexadecimal typically, but any chars work)
- Consistent between PBXBuildFile fileRef and PBXFileReference
Finding the Right Target
There may be multiple "Copy Bundle Resources" sections:
- One for love-ios (iOS target) ✓
- One for love-macosx (macOS target)
Make sure you add to the love-ios target's build phase.
To identify which is which, look for nearby comments or trace the target's buildPhases array.
Trailing Commas
Xcode is forgiving about trailing commas in arrays. Adding a comma after your entry is safe.
Example: Complete Addition
Before:
/* Begin PBXBuildFile section */
...existing entries...
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
...existing entries...
/* End PBXFileReference section */After:
/* Begin PBXBuildFile section */
...existing entries...
GAMELOVE000200000000001 /* game.love in Resources */ = {isa = PBXBuildFile; fileRef = GAMELOVE000100000000001 /* game.love */; };
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
...existing entries...
GAMELOVE000100000000001 /* game.love */ = {isa = PBXFileReference; lastKnownFileType = file; name = game.love; path = ios/game.love; sourceTree = "<group>"; };
/* End PBXFileReference section */Automation Script
#!/bin/bash
# add-game-to-xcode.sh
# Run from xcode project directory
PBXPROJ="love.xcodeproj/project.pbxproj"
# Unique IDs for game.love
FILE_REF="GAMELOVE000100000000001"
BUILD_REF="GAMELOVE000200000000001"
# Check if already added
if grep -q "$FILE_REF" "$PBXPROJ"; then
echo "game.love already in project"
exit 0
fi
# Backup
cp "$PBXPROJ" "$PBXPROJ.backup"
# Add PBXBuildFile entry
sed -i '' "/\/\* Begin PBXBuildFile section \*\//a\\
$BUILD_REF /* game.love in Resources */ = {isa = PBXBuildFile; fileRef = $FILE_REF /* game.love */; };
" "$PBXPROJ"
# Add PBXFileReference entry
sed -i '' "/\/\* Begin PBXFileReference section \*\//a\\
$FILE_REF /* game.love */ = {isa = PBXFileReference; lastKnownFileType = file; name = game.love; path = ios/game.love; sourceTree = \"<group>\"; };
" "$PBXPROJ"
echo "Added game.love references. Manually add to group and build phase if needed."Verifying Success
After editing:
1. Open Xcode—if it complains about project format, you made a syntax error 2. Check love-ios target → Build Phases → Copy Bundle Resources 3. game.love should appear in the list 4. Build and verify game loads on device
Troubleshooting
Xcode won't open project: Syntax error in pbxproj. Restore backup and try again.
game.love in project but not loading: Added to wrong target or wrong build phase. Verify it's in love-ios's "Copy Bundle Resources."
Duplicate symbol errors: You added the same ID twice. Each ID must be unique.