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- .. _doc_compiling_for_ios:
- Compiling for iOS
- =================
- .. highlight:: shell
- Requirements
- ------------
- - SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or
- `MacPorts <https://www.macports.org/>`_, you should be able
- to run ``scons`` in a terminal when installed).
- - Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
- .. seealso:: For a general overview of SCons usage for Godot, see
- :ref:`doc_introduction_to_the_buildsystem`.
- 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_64 target=debug
- for a Simulator executable.
- For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store.
- The best way to provide these is to create a bundle in which there are both 32-bit and 64-bit binaries, so every device will be able to run the game.
- It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one "universal" binary.
- All those steps can be performed with following commands:
- ::
- $ scons p=iphone tools=no target=release arch=arm
- $ scons p=iphone tools=no target=release arch=arm64
- $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a
- $ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a -output bin/libgodot_camera_module.iphone.release.fat.a
- $ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a -output bin/libgodot_arkit_module.iphone.release.fat.a
- If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well.
- ::
- $ scons p=iphone tools=no target=release arch=arm
- $ scons p=iphone tools=no target=release arch=arm64
- $ scons p=iphone tools=no target=release arch=x86_64
- $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a bin/libgodot.iphone.opt.x86_64.a -output bin/libgodot.iphone.release.fat.a
- $ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a bin/libgodot_camera_module.iphone.opt.x86_64.a -output bin/libgodot_camera_module.iphone.release.fat.a
- $ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a bin/libgodot_arkit_module.iphone.opt.x86_64.a -output bin/libgodot_arkit_module.iphone.release.fat.a
- 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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