Godot version:
3.1 beta
OS/device including version:
macOS Mojave, Xcode
Issue description:
I've got a project that I'd like to export to iOS. The project can be found here: https://github.com/Krumelur/GodotTesting/tree/godot31_issue_24866
The export itself succeeds and I end up with an Xcode project file.
Deploying the project to a device fails with an error saying:
"App installation failed - No code signature found."
The reason is that no signing certificate is selected but cannot be selected. My assumption is that there is some Xcode project file compatibility issues. See video for details.
Steps to reproduce:
See videos for details. It will show exactly what I'm doing:
https://www.youtube.com/watch?v=5tXRo7uRPFE
Minimal reproduction project:
see above
watched your video and downloaded your project. Managed to get it running on my iPhone by changing some of your export settings in Godot and let Xcode automatically sign the project
had to type in the text as shown in red (text was grey)

also had to change the Deployment target to iOS 10 to stop a flood of errors (had to do this on my project as well)
don't forget to add StoreKit.framework to your linked libraries as well or you will get a "linker command failed error" and the project will not build

Thanks. Yes, that fixed it. So let's get more concrete about the bug then that needs to be addressed:
StoreKit was already added in my case.
Most helpful comment
Thanks. Yes, that fixed it. So let's get more concrete about the bug then that needs to be addressed:
StoreKit was already added in my case.