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Small update to iOS compilation docs (#2212)

Sam Green 6 years ago
parent
commit
756b51223e
1 changed files with 18 additions and 8 deletions
  1. 18 8
      development/compiling/compiling_for_ios.rst

+ 18 - 8
development/compiling/compiling_for_ios.rst

@@ -10,7 +10,7 @@ Requirements
 
 -  SCons (you can get it from macports, you should be able to run
    ``scons`` in a terminal when installed)
--  Xcode with the iOS SDK and the command line tools.
+-  Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
 
 .. seealso:: For a general overview of SCons usage for Godot, see
              :ref:`doc_introduction_to_the_buildsystem`.
@@ -37,20 +37,30 @@ Alternatively, you can run
 
 ::
 
-    $ scons p=iphone arch=x86 target=debug
+    $ scons p=iphone arch=x86_64 target=debug
 
 for a Simulator executable.
 
-Additionally since some time Apple requires 64 bit version of application binary when you are uploading to iStore.
-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.
-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:
+For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store.
+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.
+
+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.
+All those steps can be performed with following commands:
 
 ::
 
-    $ scons p=iphone tools=no bits=32 target=release arch=arm
-    $ scons p=iphone tools=no bits=64 target=release arch=arm64
-    $ lipo -create bin/godot.iphone.opt.32 bin/godot.iphone.opt.64 -output bin/godot.iphone.opt.universal
+    $ scons p=iphone tools=no target=release arch=arm
+    $ scons p=iphone tools=no target=release arch=arm64
+    $ lipo bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/godot.iphone.opt.universal.a
+
+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.
+
+::
 
+    $ scons p=iphone tools=no target=release arch=arm
+    $ scons p=iphone tools=no target=release arch=arm64
+    $ scons p=iphone tools=no target=release arch=x86_64
+    $ 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
 
 Run
 ---