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Cleanups to the Compiling for iOS section.
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# Compiling for iOS
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Compiling for iOS
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=================
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This page describes how to compile iOS export template binaries from source. If you're looking to export your
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project to iOS instead, read `doc_exporting_for_ios`.
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See also:
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This page describes how to compile iOS export template binaries from source.
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If you're looking to export your project to iOS instead, read `doc_exporting_for_ios`.
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Requirements
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------------
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## Requirements
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- SCons 3.0+ (you can install it via `Homebrew ( https://brew.sh/ )` or
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`MacPorts ( https://www.macports.org/ )`, you should be able
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to run `scons` in a terminal when installed).
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- Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
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See also:
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To get the Godot source code for compiling, see
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`doc_getting_source`.
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To get the Godot source code for compiling, see `doc_getting_source`.
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For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
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For a general overview of SCons usage for Godot, see
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`doc_introduction_to_the_buildsystem`.
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Compiling
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---------
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## Compiling
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Open a Terminal, go to the root dir of the engine source code and type:
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@ -76,11 +64,9 @@ If you also want to provide a simulator build (reduces the chance of any linker
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$ 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
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```
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Run
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---
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## Run
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To run on a device or simulator, follow these instructions:
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`doc_exporting_for_ios`.
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To run on a device or simulator, follow these instructions: `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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