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- .. _doc_compiling_for_ios:
- Compiling for iOS
- =================
- .. highlight:: shell
- Requirements
- ------------
- - SCons (you can get it from macports, you should be able to run
- ``scons`` in a terminal when installed)
- - Xcode with the iOS SDK and the command line tools.
- Compiling
- ---------
- Open a Terminal, go to the root dir of the engine source code and type:
- ::
- $ scons p=iphone target=debug
- for a debug build, or:
- ::
- $ scons p=iphone target=release
- for a release build (check ``platform/iphone/detect.py`` for the compiler
- flags used for each configuration).
- Alternatively, you can run
- ::
- $ scons p=iphone arch=x86 target=debug
- for a Simulator executable.
- Additionally since some time Apple requires 64 bit version of application binary when you are uploading to iStore.
- The best way to provide these is to create a bundle in which there are both 32bit and 64 binaries, so every device will be able to run the game.
- It can be done in three steps, first compile 32 bit version, then compile 64 bit version and then use ``lipo`` to bundle them into one fat binary, all those steps can be performed with following commands:
- ::
- $ scons p=iphone tools=no bits=32 target=release arch=arm
- $ scons p=iphone tools=no bits=64 target=release arch=arm64
- $ lipo -create bin/godot.iphone.opt.32 bin/godot.iphone.opt.64 -output bin/godot.iphone.opt.universal
- Run
- ---
- To run on a device or simulator, follow these instructions:
- :ref:`doc_exporting_for_ios`.
- Replace or add your executable to the Xcode project, and change the
- "executable name" property on Info.plist accordingly if you use an
- alternative build.
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