61 lines
1.6 KiB
ReStructuredText
61 lines
1.6 KiB
ReStructuredText
.. _doc_compiling_for_ios:
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Compiling for iOS
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=================
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.. highlight:: shell
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Requirements
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------------
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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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Compiling
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---------
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Open a Terminal, go to the root dir of the engine source code and type:
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::
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$ scons p=iphone bin/godot.iphone.debug
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for a debug build, or:
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::
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$ scons p=iphone bin/godot.iphone.opt target=release
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for a release build (check ``platform/iphone/detect.py`` for the compiler
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flags used for each configuration).
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Alternatively, you can run
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::
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$ scons p=isim bin/godot.isim.tools
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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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::
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$ scons p=iphone tools=no bits=32 target=release
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$ scons p=iphone tools=no bits=64 target=release
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$ lipo -create bin/godot.iphone.opt.32 arm64 bin/godot.iphone.opt.64 -output bin/godot.iphone.opt.universal
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Run
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---
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To run on a device or simulator, follow these instructions:
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:ref:`doc_exporting_for_ios`.
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Replace or add your executable to the Xcode project, and change the
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"executable name" property on Info.plist accordingly if you use an
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alternative build.
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