virtualx-engine-docs/_sources/development/compiling/compiling_for_ios.rst.txt

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.. _doc_compiling_for_ios:
Compiling for iOS
=================
.. highlight:: shell
.. seealso::
This page describes how to compile iOS export template binaries from source.
If you're looking to export your project to iOS instead, read :ref:`doc_exporting_for_ios`.
Requirements
------------
- SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or
`MacPorts <https://www.macports.org/>`_, 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:: To get the Godot source code for compiling, see
:ref:`doc_getting_source`.
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 -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a
$ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a -output bin/libgodot_camera_module.iphone.release.fat.a
$ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a -output bin/libgodot_arkit_module.iphone.release.fat.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/libgodot.iphone.release.fat.a
$ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a bin/libgodot_camera_module.iphone.opt.x86_64.a -output bin/libgodot_camera_module.iphone.release.fat.a
$ 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
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.