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@@ -34,7 +34,7 @@ required DLLs for the selected architecture.
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Once you're set, run the SCons command similarly to the other platforms::
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- C:\godot>scons platform=winrt
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+ C:\godot>scons platform=uwp
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Creating UWP export templates
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-----------------------------
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@@ -46,17 +46,17 @@ be able to export.
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Open the command prompt for one architecture and run SCons twice (once for
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each target)::
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- C:\godot>scons platform=winrt target=release_debug
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- C:\godot>scons platform=winrt target=release
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+ C:\godot>scons platform=uwp target=release_debug
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+ C:\godot>scons platform=uwp target=release
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Repeat for the other architectures.
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In the end your ``bin`` folder will have the ``.exe`` binaries with a name
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-like ``godot.winrt.opt.debug.32.x86.exe`` (with variations for each
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+like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
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target/arch).
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Copy one of these to ``tools/dist/uwp_template`` inside the Godot source
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-folder and rename the binary to ``godot.winrt.exe``. From the ANGLE source,
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+folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
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under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
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``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
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putting them along with the executable.
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@@ -64,12 +64,12 @@ putting them along with the executable.
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Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
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Zip according to the target/architecture of the template::
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- winrt_x86_debug.zip
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- winrt_x86_release.zip
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- winrt_x64_debug.zip
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- winrt_x64_release.zip
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- winrt_arm_debug.zip
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- winrt_arm_release.zip
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+ uwp_x86_debug.zip
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+ uwp_x86_release.zip
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+ uwp_x64_debug.zip
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+ uwp_x64_release.zip
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+ uwp_arm_debug.zip
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+ uwp_arm_release.zip
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Move those templates to the ``templates`` folder in Godot settings path. If
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you don't want to replacet the templates, you can set the "Custom Package"
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@@ -109,8 +109,8 @@ to ``True`` so it's included in the project.
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Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
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(Text) Editor". In the ``Package/Applications/Application`` element, replace
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the ``Executable`` attribute from ``$targetnametoken$.exe`` to
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-``godot.winrt.exe`` (or whatever your Godot executable is called). Also change
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-the ``EntryPoint`` attribute to ``GodotWinRT.App``. This will ensure that
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+``godot.uwp.exe`` (or whatever your Godot executable is called). Also change
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+the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that
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the Godot executable is correctly called when the app starts.
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Create a folder (*not* a filter) called ``game`` in your Visual Studio project
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