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@@ -10,7 +10,7 @@ Requirements
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- SCons (you can get it from macports, you should be able to run
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``scons`` in a terminal when installed)
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-- Xcode with the iOS SDK and the command line tools.
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+- Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
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.. seealso:: For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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@@ -37,20 +37,30 @@ Alternatively, you can run
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::
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- $ scons p=iphone arch=x86 target=debug
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+ $ scons p=iphone arch=x86_64 target=debug
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for a Simulator executable.
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-Additionally since some time Apple requires 64 bit version of application binary when you are uploading to iStore.
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-The best way to provide these is to create a bundle in which there are both 32bit and 64 binaries, so every device will be able to run the game.
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-It can be done in three steps, first compile 32 bit version, then compile 64 bit version and then use ``lipo`` to bundle them into one fat binary, all those steps can be performed with following commands:
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+For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store.
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+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.
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+
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+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.
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+All those steps can be performed with following commands:
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::
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- $ scons p=iphone tools=no bits=32 target=release arch=arm
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- $ scons p=iphone tools=no bits=64 target=release arch=arm64
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- $ lipo -create bin/godot.iphone.opt.32 bin/godot.iphone.opt.64 -output bin/godot.iphone.opt.universal
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+ $ scons p=iphone tools=no target=release arch=arm
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+ $ scons p=iphone tools=no target=release arch=arm64
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+ $ lipo bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/godot.iphone.opt.universal.a
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+
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+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.
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+
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+::
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+ $ scons p=iphone tools=no target=release arch=arm
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+ $ scons p=iphone tools=no target=release arch=arm64
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+ $ scons p=iphone tools=no target=release arch=x86_64
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+ $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a bin/libgodot.iphone.opt.x86_64.a -output bin/godot.iphone.opt.universal.simulator.a
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Run
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---
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