compiling_for_ios.rst 3.6 KB

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  1. .. _doc_compiling_for_ios:
  2. Compiling for iOS
  3. =================
  4. .. highlight:: shell
  5. .. seealso::
  6. This page describes how to compile iOS export template binaries from source.
  7. If you're looking to export your project to iOS instead, read :ref:`doc_exporting_for_ios`.
  8. Requirements
  9. ------------
  10. - `Python 3.8+ <https://www.python.org/downloads/macos/>`_.
  11. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
  12. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_.
  13. - Launch Xcode once and install iOS support. If you have already launched
  14. Xcode and need to install iOS support, go to *Xcode -> Settings... -> Platforms*.
  15. - Go to *Xcode -> Settings... -> Locations -> Command Line Tools* and select
  16. an installed version. Even if one is already selected, re-select it.
  17. - Download and follow README instructions to build a static ``.xcframework``
  18. from the `MoltenVK SDK <https://github.com/KhronosGroup/MoltenVK#fetching-moltenvk-source-code>`__.
  19. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  20. install SCons using the following command::
  21. brew install scons
  22. Installing Homebrew will also fetch the Command Line Tools
  23. for Xcode automatically if you don't have them already.
  24. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  25. installed, you can easily install SCons using the
  26. following command::
  27. sudo port install scons
  28. .. seealso:: To get the Godot source code for compiling, see
  29. :ref:`doc_getting_source`.
  30. For a general overview of SCons usage for Godot, see
  31. :ref:`doc_introduction_to_the_buildsystem`.
  32. Compiling
  33. ---------
  34. Open a Terminal, go to the root folder of the engine source code and type
  35. the following to compile a debug build:
  36. ::
  37. scons platform=ios target=template_debug generate_bundle=yes
  38. To compile a release build:
  39. ::
  40. scons platform=ios target=template_release generate_bundle=yes
  41. To create an Xcode project like in the official builds, you need to use the
  42. template located in ``misc/dist/ios_xcode``. The release and debug libraries
  43. should be placed in ``libgodot.ios.debug.xcframework`` and
  44. ``libgodot.ios.release.xcframework`` respectively. This process can be automated
  45. by using the ``generate_bundle=yes`` option on the *last* SCons command used to
  46. build export templates (so that all binaries can be included).
  47. The MoltenVK static ``.xcframework`` folder must also be placed in the
  48. ``ios_xcode`` folder once it has been created. MoltenVK is always statically
  49. linked on iOS; there is no dynamic linking option available, unlike macOS.
  50. Run
  51. ---
  52. To run on a device, follow these instructions:
  53. :ref:`doc_exporting_for_ios`.
  54. iOS exports can run directly on an Apple Silicon Mac. To run exported iOS project
  55. on Mac, open exported project in Xcode and select ``My Mac`` in the ``Run Destinations``
  56. dropdown.
  57. Troubleshooting
  58. ---------------
  59. Fatal error: 'cstdint' file not found
  60. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  61. If you get a compilation error of this form early on, it's likely because
  62. the Xcode command line tools installation needs to be repaired after
  63. a macOS or Xcode update:
  64. ::
  65. ./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
  66. 45 | #include <cstdint>
  67. | ^~~~~~~~~
  68. Run these two commands to reinstall Xcode command line tools
  69. (enter your administrator password as needed):
  70. ::
  71. sudo rm -rf /Library/Developer/CommandLineTools
  72. sudo xcode-select --install
  73. If it still does not work, try updating Xcode from the Mac App Store and try again.