compiling_for_ios.rst 3.1 KB

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  1. .. _doc_compiling_for_ios:
  2. Compiling for iOS
  3. =================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. - SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or
  8. `MacPorts <https://www.macports.org/>`_, you should be able
  9. to run ``scons`` in a terminal when installed).
  10. - Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
  11. .. seealso:: For a general overview of SCons usage for Godot, see
  12. :ref:`doc_introduction_to_the_buildsystem`.
  13. Compiling
  14. ---------
  15. Open a Terminal, go to the root dir of the engine source code and type:
  16. ::
  17. $ scons p=iphone target=debug
  18. for a debug build, or:
  19. ::
  20. $ scons p=iphone target=release
  21. for a release build (check ``platform/iphone/detect.py`` for the compiler
  22. flags used for each configuration).
  23. Alternatively, you can run
  24. ::
  25. $ scons p=iphone arch=x86_64 target=debug
  26. for a Simulator executable.
  27. For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store.
  28. 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.
  29. 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.
  30. All those steps can be performed with following commands:
  31. ::
  32. $ scons p=iphone tools=no target=release arch=arm
  33. $ scons p=iphone tools=no target=release arch=arm64
  34. $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a
  35. $ 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
  36. $ 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
  37. 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.
  38. ::
  39. $ scons p=iphone tools=no target=release arch=arm
  40. $ scons p=iphone tools=no target=release arch=arm64
  41. $ scons p=iphone tools=no target=release arch=x86_64
  42. $ 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
  43. $ 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
  44. $ 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
  45. Run
  46. ---
  47. To run on a device or simulator, follow these instructions:
  48. :ref:`doc_exporting_for_ios`.
  49. Replace or add your executable to the Xcode project, and change the
  50. "executable name" property on Info.plist accordingly if you use an
  51. alternative build.