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+.. _exporting:
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+
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+Exporting
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+=========
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+
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+Overview
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+--------
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+
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+Now that you have a working game, you probably want to share your success with
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+others. However, it's not practical to ask your friends to download Godot
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+just so they can open your project. Instead, you can *export* your project,
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+converting it into a "package" that can be run by anyone.
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+
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+The way you export your game depends on what platform you are targeting. In
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+this tutorial, you'll learn how to export the "Dodge the Creeps" game for a
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+variety of platforms. First, however, we need to make some changes to the
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+way the game works.
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+
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+.. note:: If you haven't made "Dodge the Creeps" yourself yet, please read
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+ :ref:`doc_your_first_game` before continuing with this tutorial.
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+
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+Preparing the project
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+---------------------
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+
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+In "Dodge the Creeps" we used keyboard controls to move the player's character.
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+This is fine if your game is being played on a PC platform, but on a phone
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+or tablet, you need to support touchscreen input. Because a click event can
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+be treated the same as a touch event, we'll convert the game to a click-and-move
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+input style.
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+
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+The first step is to open "Project Settings" and find the *Handheld* section.
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+Enable the *Emulate Touchscreen* option. This lets you treat mouse click
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+events the same as touch events, so you can test the game on a computer without
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+a touchscreen. Also, make sure to select "portrait" under *Orientation*.
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+
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+In the *Stretch* section, set *Mode* to "2d" and *Aspect* to "keep". This
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+ensures that the game scales consistently on different sized screens.
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+
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+.. image:: img/export_touchsettings.png
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+
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+Next, we need to modify the ``Player.gd`` script to change the input method.
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+We'll remove the key inputs and make the player move towards a "target" that's
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+set by the touch (or click) event.
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+
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+Here is the full script for the player, with comments noting what we've
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+changed:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ extends Area2D
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+
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+ signal hit
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+
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+ export (int) var SPEED
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+ var velocity = Vector2()
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+ var screensize
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+ # Add this variable to hold the clicked position
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+ var target = Vector2()
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+
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+ func _ready():
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+ hide()
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+ screensize = get_viewport_rect().size
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+
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+ func start(pos):
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+ position = pos
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+ # Initial target is the start position
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+ target = pos
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+ show()
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+ $Collision.disabled = false
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+
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+ # Change the target whenever a touch event happens
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+ func _input(event):
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+ if event is InputEventScreenTouch and event.pressed:
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+ target = event.position
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+
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+ func _process(delta):
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+ # Move towards the target and stop when close
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+ if position.distance_to(target) > 10:
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+ velocity = (target - position).normalized() * SPEED
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+ else:
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+ velocity = Vector2()
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+ # Remove keyboard controls
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+ # if Input.is_action_pressed("ui_right"):
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+ # velocity.x += 1
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+ # if Input.is_action_pressed("ui_left"):
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+ # velocity.x -= 1
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+ # if Input.is_action_pressed("ui_down"):
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+ # velocity.y += 1
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+ # if Input.is_action_pressed("ui_up"):
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+ # velocity.y -= 1
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+
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+ if velocity.length() > 0:
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+ velocity = velocity.normalized() * SPEED
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+ $AnimatedSprite.play()
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+ $Trail.emitting = true
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+ else:
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+ $AnimatedSprite.stop()
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+ $Trail.emitting = false
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+
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+ position += velocity * delta
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+ # We don't need to clamp the player's position
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+ # because you can't click outside the screen
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+ # position.x = clamp(position.x, 0, screensize.x)
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+ # position.y = clamp(position.y, 0, screensize.y)
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+
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+ if velocity.x != 0:
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+ $AnimatedSprite.animation = "right"
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+ $AnimatedSprite.flip_v = false
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+ $AnimatedSprite.flip_h = velocity.x < 0
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+ elif velocity.y != 0:
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+ $AnimatedSprite.animation = "up"
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+ $AnimatedSprite.flip_v = velocity.y > 0
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+
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+ func _on_Player_body_entered( body ):
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+ $Collision.disabled = true
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+ hide()
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+ emit_signal("hit")
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+
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+Export Templates
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+----------------
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+
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+In order to export, you need to download the *export templates* from the
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+http://godotengine.org/download. These templates are versions of the engine
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+without the editor pre-compiled for each platform . You can also
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+download them in Godot by clicking on *Editor -> Manage Export Templates*:
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+
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+.. image:: img/export_template_menu.png
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+
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+In the window that appears, you can click "Download" to get the template
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+version that matches your version of Godot.
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+
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+.. image:: img/export_template_manager.png
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+
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+.. note:: If you upgrade Godot, you must download templates that match the new version
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+ or your exported projects may not work correctly.
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+
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+Export Presets
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+--------------
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+
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+Next, you can configure the export settings by clicking on *Project -> Export*:
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+
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+.. image:: img/export_presets_window.png
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+
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+Create a new export preset by clicking "Add..." and selecting a platform. You
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+can make as many presets as you like with different settings.
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+
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+At the bottom of the window are two buttons. "Export PCK/ZIP" only creates
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+a packed version of your project's data. This doesn't include an executable
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+so the project can't be run on its own.
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+
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+The second button, "Export Project", creates a complete executable version
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+of your game, such as an `.apk` for Android or an `.exe` for Windows.
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+
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+In the "Resources" and "Features" tabs you can customize how the game is
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+exported for each platform. We can leave those settings alone for now.
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+
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+Exporting by Platform
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+---------------------
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+
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+In this section, we'll walk through the process for each platform,
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+including any additional software or requirements you'll need.
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+
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+PC (Linux/MacOS/Windows)
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+~~~~~~~~~~~~~~~~~~~~~~~~
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+
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+Exporting PC platforms works the same across the three supported operating
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+systems. Open the export window and click "Add.." to create the preset(s) you
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+want to make. Then click "Export Project" and choose a name and destination
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+folder. Choose a location *outside* of your project folder.
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+
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+Click "Save" and the engine will build the export files.
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+
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+.. note:: When exporting for MacOS, if you export on a MacOS computer, you'll
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+ end up with a `.dmg` file, while using Linux or Windows
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+ produces a `.zip`. In either case, the compressed file contains
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+ a MacOS `.app` that you can double-click and run.
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+
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+Android
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+~~~~~~~
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+
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+.. tip:: Mobile devices come with a wide variety of capabilities.
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+ In most cases, Godot's default settings will work, but mobile
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+ development is sometimes more art than science, and you may
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+ need to do some experimenting and searching for help in order
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+ to get everything working.
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+
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+Before you can export your project for Android, you must download the following
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+software:
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+
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+* Android SDK: https://developer.android.com/studio/
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+* Java JDK: http://www.oracle.com/technetwork/java/javase/downloads/index.html
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+
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+When you run Android Studio for the first time, click on *Configure -> SDK Manager*
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+and install "Android SDK Platform Tools". This installs the `adb` command-line
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+tool that Godot uses to communicate with your device.
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+
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+Next, create a debug keystore with by running the following command on your
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+system's command line:
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+
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+::
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+
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+ keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
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+
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+Click on *Editor -> Editor Settings* in Godot and select the *Export/Android*
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+section. Here, you need to set the paths to the Android SDK applications on
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+your system and the location of the keystore you just created.
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+
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+.. image:: img/export_editor_android_settings.png
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+
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+Now you're ready to export. Click on *Project -> Export* and add a preset
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+for Android (see above).
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+
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+Click the "Export Project" button and Godot will build an APK you can download
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+on your device. To do this on the command line, use the following:
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+
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+::
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+
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+ adb install dodge.apk
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+
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+.. note:: Your device may need to be in *developer mode*. Consult your
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+ device's documentation for details.
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+
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+If your system supports it, connecting a compatible Android device will cause
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+a "One-click Deploy" button to appear in Godot's playtest button area:
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+
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+.. image:: img/export_android_oneclick.png
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+
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+Clicking this button builds the APK and copies it onto your device in one step.
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+
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+iOS
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+~~~
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+
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+.. note:: In order to build your game for iOS, you must have a computer running
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+ MacOS with Xcode installed.
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+
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+Before exporting, there are some settings that you *must* complete for the project
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+to export successfully. First, the "App Store Team Id", which you can find by
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+logging in to your Apple developer account and looking in the "Membership" section.
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+
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+You must also provide icons and splash screen images as shown below:
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+
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+.. image:: img/export_ios_settings.png
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+
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+Click "Export Project" and select a destination folder.
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+
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+Once you have successfully exported the project, you'll find the following
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+folders and files have been created in your selected location:
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+
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+.. image:: img/export_xcode_project_folders.png
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+
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+You can now open the project in Xcode and build the project for iOS. Xcode
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+build procedure is beyond the scope of this tutorial. See
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+https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for
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+more information.
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+
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+HTML5 (web)
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+~~~~~~~~~~~
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+
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+Click "Export Project" on the HTML5 preset. We don't need to change any
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+of the default settings.
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+
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+When the export is complete, you'll have a folder containing the following
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+files:
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+
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+.. image:: img/export_web_files.png
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+
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+Viewing the `.html` file in your browser lets you play the game. However, you
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+can't open the file directly, it neds to be served by a web server. If you don't
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+have one set up on your computer, you can use Google to find suggestions for
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+your specific OS.
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+
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+Point your browser at the URL where you've placed the html file. You may have
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+to wait a few moments while the game loads before you see the start screen.
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+
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+.. image:: img/export_web_example.png
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+
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+The console window beneath the game tells you if anything goes wrong. You can
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+disable it by setting "Export With Debug" off when you export the project.
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+
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+.. note:: Browser support for WASM is not very widespread. Firefox and Chrome
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+ both support it, but you may still find some things that don't work.
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+ Make sure you have updated your browser to the most recent version,
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+ and report any bugs you find at the `Godot Github repository <https://github.com/godotengine/godot/issues>`_.
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