compiling_for_ios.rst 3.2 KB

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  1. .. _doc_compiling_for_ios:
  2. Compiling for iOS
  3. =================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. - SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or
  8. `MacPorts <https://www.macports.org/>`_, you should be able
  9. to run ``scons`` in a terminal when installed).
  10. - Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
  11. .. seealso:: To get the Godot source code for compiling, see
  12. :ref:`doc_getting_source`.
  13. For a general overview of SCons usage for Godot, see
  14. :ref:`doc_introduction_to_the_buildsystem`.
  15. Compiling
  16. ---------
  17. Open a Terminal, go to the root dir of the engine source code and type:
  18. ::
  19. $ scons p=iphone target=debug
  20. for a debug build, or:
  21. ::
  22. $ scons p=iphone target=release
  23. for a release build (check ``platform/iphone/detect.py`` for the compiler
  24. flags used for each configuration).
  25. Alternatively, you can run
  26. ::
  27. $ scons p=iphone arch=x86_64 target=debug
  28. for a Simulator executable.
  29. For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store.
  30. 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.
  31. 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.
  32. All those steps can be performed with following commands:
  33. ::
  34. $ scons p=iphone tools=no target=release arch=arm
  35. $ scons p=iphone tools=no target=release arch=arm64
  36. $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a
  37. $ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a -output bin/libgodot_camera_module.iphone.release.fat.a
  38. $ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a -output bin/libgodot_arkit_module.iphone.release.fat.a
  39. 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.
  40. ::
  41. $ scons p=iphone tools=no target=release arch=arm
  42. $ scons p=iphone tools=no target=release arch=arm64
  43. $ scons p=iphone tools=no target=release arch=x86_64
  44. $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a bin/libgodot.iphone.opt.x86_64.a -output bin/libgodot.iphone.release.fat.a
  45. $ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a bin/libgodot_camera_module.iphone.opt.x86_64.a -output bin/libgodot_camera_module.iphone.release.fat.a
  46. $ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a bin/libgodot_arkit_module.iphone.opt.x86_64.a -output bin/libgodot_arkit_module.iphone.release.fat.a
  47. Run
  48. ---
  49. To run on a device or simulator, follow these instructions:
  50. :ref:`doc_exporting_for_ios`.
  51. Replace or add your executable to the Xcode project, and change the
  52. "executable name" property on Info.plist accordingly if you use an
  53. alternative build.