.. _doc_compiling_for_uwp: Compiling for Universal Windows Platform ======================================== .. highlight:: shell Requirements ------------ - SCons (see :ref:`doc_compiling_for_windows` for more details). - Visual Studio 2015 Update 2. It may work with earlier versions. See :ref:`doc_compiling_for_windows` about the caveats of installing it and the various prompts. - Windows 10 SDK (can be selected in Visual Studio installation). - `ANGLE source `__. Use the ``ms_master`` (default) branch. Keep it in a path without spaces to avoid problems. Compiling --------- You need to open a proper Visual Studio prompt for the target architecture you want to build. Check :ref:`doc_compiling_for_windows` to see how these prompts work. There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) and ARM (32-bits). You can run ``vcvarsall.bat`` with ``arm`` as argument to set the environment for this target architecture. Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE source code. The build process will also build ANGLE to produce the required DLLs for the selected architecture. Once you're set, run the SCons command similarly to the other platforms:: C:\godot>scons platform=winrt Creating UWP export templates ----------------------------- To export using the editor you need to properly build package the templates. You need all three architectures with ``debug`` and ``release`` templates to be able to export. Open the command prompt for one architecture and run SCons twice (once for each target):: C:\godot>scons platform=winrt target=release_debug C:\godot>scons platform=winrt target=release Repeat for the other architectures. In the end your ``bin`` folder will have the ``.exe`` binaries with a name like ``godot.winrt.opt.debug.32.x86.exe`` (with variations for each target/arch). Copy one of these to ``tools/dist/uwp_template`` inside the Godot source folder and rename the binary to ``godot.winrt.exe``. From the ANGLE source, under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``, ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``, putting them along with the executable. Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting Zip according to the target/architecture of the template:: winrt_x86_debug.zip winrt_x86_release.zip winrt_x64_debug.zip winrt_x64_release.zip winrt_arm_debug.zip winrt_arm_release.zip Move those templates to the ``templates`` folder in Godot settings path. If you don't want to replacet the templates, you can set the "Custom Package" property in the export window.