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Backport One-click deploy page from the `master` branch

Hugo Locurcio 4 years ago
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commit
20a048814f
1 changed files with 49 additions and 20 deletions
  1. 49 20
      getting_started/workflow/export/one-click_deploy.rst

+ 49 - 20
getting_started/workflow/export/one-click_deploy.rst

@@ -3,29 +3,58 @@
 One-click deploy
 ================
 
-Sounds good, what is it?
-------------------------
+What is one-click deploy?
+-------------------------
 
-This feature will pop up automatically once a platform is properly configured
-and a supported device is connected to the computer. Since things can go wrong
-at many levels (platform may not be configured correctly, SDK may be incorrectly
-installed, device may be improperly configured, etc.), it's good to let the user
-know that it exists.
+One-click deploy is a feature that is available once a platform is properly
+configured and a supported device is connected to the computer. Since things can
+go wrong at many levels (platform may not be configured correctly, SDK may be
+incorrectly installed, device may be improperly configured, etc.), it's good to
+let the user know that it exists.
 
-Some platforms (at the time of this writing, only Android) can detect when a USB
-device is connected to the computer, and offer the user to automatically export,
-install and run the project (in debug mode) on the device. This feature is
-called, in industry buzzwords, "One-Click Deploy".
+After adding an Android export preset marked as Runnable, Godot can detect when
+a USB device is connected to the computer and offer the user to automatically
+export, install and run the project (in debug mode) on the device. This feature
+is called *one-click deploy*.
 
-Steps for one-click deploy
---------------------------
+.. note::
 
-#. Configure target platform.
-#. Configure device (make sure it's in developer mode, likes the
-   computer, USB cable is plugged, USB is recognized, etc.).
-#. Connect the device...
-#. And voilà!
+   One-click deploy is only available once you've added an export template
+   marked as **Runnable** in the Export dialog. You can mark several export
+   presets as runnable, but only one preset per platform may be marked as
+   runnable. If you mark a second preset in a given platform as runnable, the
+   other preset will no longer be marked as runnable.
 
-.. image:: img/oneclick.png
+Supported platforms
+-------------------
+
+- **Android:** Exports the project with debugging enabled and runs it on the
+  connected device.
+
+   - Make sure to follow the steps described in :ref:`doc_exporting_for_android`.
+     Otherwise, the one-click deploy button won't appear.
+
+   - If you have more than one device connected, Godot will ask you which device
+     the project should be exported to.
+
+- **HTML5:** Starts a local web server and runs the exported project by opening
+  the default web browser.
+
+Support for more platforms such as iOS is planned.
 
-Click once... and deploy!
+Using one-click deploy
+----------------------
+
+- If deploying to Android, enable developer mode on your mobile device
+  then enable USB debugging in the device's settings.
+- After enabling USB debugging, connect the device to your PC using an USB cable.
+
+   - For advanced users, it should also be possible to use wireless ADB.
+
+- Make sure there is an export preset marked as **Runnable** for the target
+  platform (Android or HTML5).
+- If everything is configured correctly and with no errors, platform-specific
+  icons will appear in the top-right corner of the editor.
+- Click the button to export to the desired platform in one click.
+
+.. image:: img/oneclick.png