Skip to content
Permalink
Branch: master
Find file Copy path
Find file Copy path
Fetching contributors…
Cannot retrieve contributors at this time
74 lines (46 sloc) 2.27 KB

Compiling for iOS

Requirements

  • SCons (you can get it from macports, you should be able to run scons in a terminal when installed)
  • Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
.. seealso:: For a general overview of SCons usage for Godot, see
             :ref:`doc_introduction_to_the_buildsystem`.

Compiling

Open a Terminal, go to the root dir of the engine source code and type:

$ scons p=iphone target=debug

for a debug build, or:

$ scons p=iphone target=release

for a release build (check platform/iphone/detect.py for the compiler flags used for each configuration).

Alternatively, you can run

$ scons p=iphone arch=x86_64 target=debug

for a Simulator executable.

For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store. 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.

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. All those steps can be performed with following commands:

$ scons p=iphone tools=no target=release arch=arm
$ scons p=iphone tools=no target=release arch=arm64
$ lipo bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/godot.iphone.opt.universal.a

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.

$ scons p=iphone tools=no target=release arch=arm
$ scons p=iphone tools=no target=release arch=arm64
$ scons p=iphone tools=no target=release arch=x86_64
$ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a bin/libgodot.iphone.opt.x86_64.a -output bin/godot.iphone.opt.universal.simulator.a

Run

To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`.

Replace or add your executable to the Xcode project, and change the "executable name" property on Info.plist accordingly if you use an alternative build.

You can’t perform that action at this time.