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Merge pull request #5965 from bruvzg/mac_rename
Rename OSX to macOS and iPhoneOS to iOS. Update iOS build instructions.
This commit is contained in:
@@ -106,7 +106,7 @@ Compile Godot. This assumes you've set up a build environment:
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.. code-block:: shell
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# <platform> is the platform you're targeting for regression testing,
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# like "windows", "x11" or "osx".
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# like "windows", "x11" or "macos".
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$ scons platform=<platform> -j4
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Since building Godot takes a while, you want to dedicate as many CPU threads as
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@@ -20,7 +20,7 @@ Requirements
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If you are building the ``master`` branch:
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- Download and follow README instructions to build a static ``.a`` library
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- Download and follow README instructions to build a static ``.xcframework``
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from the `MoltenVK SDK <https://github.com/KhronosGroup/MoltenVK#fetching-moltenvk-source-code>`__.
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.. seealso:: To get the Godot source code for compiling, see
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@@ -36,56 +36,42 @@ 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 target=debug
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$ scons p=ios target=debug
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for a debug build, or:
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::
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$ scons p=iphone target=release
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$ scons p=ios target=release
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for a release build (check ``platform/iphone/detect.py`` for the compiler
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for a release build (check ``platform/ios/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=iphone arch=x86_64 target=debug
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$ scons p=ios target=debug ios_simulator=yes arch=x86_64
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$ scons p=ios target=debug ios_simulator=yes arch=arm64
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for a Simulator executable.
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for a Simulator libraries.
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For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store.
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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.
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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.
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All those steps can be performed with following commands:
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To create an Xcode project like in the official builds, you need to use the
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template located in ``misc/dist/ios_xcode``. The release and debug libraries
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should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.release.xcframework`` respectively.
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::
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$ scons p=iphone tools=no target=release arch=arm
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$ scons p=iphone tools=no target=release arch=arm64
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$ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a
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$ 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
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$ 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
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$ cp -r misc/dist/ios_xcode .
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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.
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$ cp libgodot.ios.debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
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$ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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::
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$ scons p=iphone tools=no target=release arch=arm
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$ scons p=iphone tools=no target=release arch=arm64
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$ scons p=iphone tools=no target=release arch=x86_64
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$ 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
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$ 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
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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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$ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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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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@@ -54,15 +54,15 @@ Start a terminal, go to the root directory of the engine source code.
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To compile for Intel (x86-64) powered Macs, use::
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scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=macos arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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To compile for Apple Silicon (ARM64) powered Macs, use::
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scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=macos arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
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lipo -create bin/godot.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.tools.universal
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If all goes well, the resulting binary executable will be placed in the
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``bin/`` subdirectory. This executable file contains the whole engine and
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@@ -75,12 +75,12 @@ manager.
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``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
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template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
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editor binary built with ``target=release_debug``::
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cp -r misc/dist/osx_tools.app ./Godot.app
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cp -r misc/dist/macos_tools.app ./Godot.app
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mkdir -p Godot.app/Contents/MacOS
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cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
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cp bin/godot.macos.opt.tools.universal Godot.app/Contents/MacOS/Godot
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chmod +x Godot.app/Contents/MacOS/Godot
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.. note::
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@@ -124,32 +124,32 @@ of those two architectures by leaving out the ``lipo`` step below.
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- For Intel x86_64::
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scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=macos tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=macos tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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- For ARM64 (Apple M1)::
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scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=macos tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=macos tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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To support both architectures in a single "Universal 2" binary, run the above
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two commands blocks and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
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lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
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lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
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lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/osx_template.app``. The release and debug
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builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
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``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
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template located in ``misc/dist/macos_template.app``. The release and debug
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builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
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``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so
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with the following commands (assuming a universal build, otherwise replace the
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``.universal`` extension with the one of your arch-specific binaries)::
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cp -r misc/dist/osx_template.app .
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mkdir -p osx_template.app/Contents/MacOS
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cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
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cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
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chmod +x osx_template.app/Contents/MacOS/godot_osx*
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cp -r misc/dist/macos_template.app .
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mkdir -p macos_template.app/Contents/MacOS
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cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
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cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
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chmod +x macos_template.app/Contents/MacOS/godot_macos*
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.. note::
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@@ -158,13 +158,13 @@ with the following commands (assuming a universal build, otherwise replace the
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building it statically with ``use_static_mvk=yes``, or by including the
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dynamic library in your ``.app`` bundle::
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mkdir -p osx_template.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
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mkdir -p macos_template.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
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You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
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You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
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template from the official Godot distribution::
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zip -q -9 -r osx.zip osx_template.app
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zip -q -9 -r macos.zip macos_template.app
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Cross-compiling for macOS from Linux
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------------------------------------
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@@ -193,8 +193,8 @@ repository/extracted the zip), e.g.::
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Now you can compile with SCons like you normally would::
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scons platform=osx
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scons platform=macos
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If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::
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scons platform=osx osxcross_sdk=darwin15
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scons platform=macos osxcross_sdk=darwin15
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@@ -141,22 +141,4 @@ way, with some additional arguments to provide the correct paths:
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::
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$ scons -j 4 platform=iphone arch=arm target=release_debug IPHONESDK="/path/to/iPhoneSDK" IPHONEPATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-"
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$ scons -j 4 platform=iphone arch=arm64 target=release_debug IPHONESDK="/path/to/iPhoneSDK" IPHONEPATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-"
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Producing fat binaries
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~~~~~~~~~~~~~~~~~~~~~~
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Apple requires a fat binary with both architectures (``armv7`` and
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``arm64``) in a single file. To do this, use the
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``arm-apple-darwin11-lipo`` executable. The following example assumes
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you are in the root Godot source directory:
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::
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$ /path/to/iostoolchain/usr/bin/arm-apple-darwin11-lipo -create bin/libgodot.iphone.opt.debug.arm.a bin/libgodot.iphone.opt.debug.arm64.a -output bin/libgodot.iphone.debug.fat.a
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$ /path/to/iostoolchain/usr/bin/arm-apple-darwin11-lipo -create bin/libgodot_camera_module.iphone.opt.debug.arm.a bin/libgodot_camera_module.iphone.opt.debug.arm64.a -output bin/libgodot_camera_module.iphone.debug.fat.a
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$ /path/to/iostoolchain/usr/bin/arm-apple-darwin11-lipo -create bin/libgodot_arkit_module.iphone.opt.debug.arm.a bin/libgodot_arkit_module.iphone.opt.debug.arm64.a -output bin/libgodot_arkit_module.iphone.debug.fat.a
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Then you will have iOS fat binaries in ``bin`` directory.
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$ scons -j 4 platform=ios arch=arm64 target=release_debug IOS_SDK_PATH="/path/to/iPhoneSDK" IOS_TOOLCHAIN_PATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-"
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@@ -334,7 +334,7 @@ platform:
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linux_x11_32_release
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linux_x11_64_debug
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linux_x11_64_release
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osx.zip
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macos.zip
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version.txt
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windows_32_debug.exe
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windows_32_release.exe
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@@ -82,7 +82,7 @@ To enable debugging support you need to edit the external build target's build a
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.. code-block:: shell
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ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot
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ln -f ${PROJECT_DIR}/godot/bin/godot.macos.tools.64 ${PROJECT_DIR}/godot/bin/godot
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.. figure:: img/xcode_7_setup_build_post_action.png
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:figclass: figure-w480
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@@ -103,7 +103,7 @@ To enable debugging support you need to edit the external build target's build a
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tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the ``project.godot`` file).
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To check that everything is working, put a breakpoint in ``platform/osx/godot_main_osx.mm`` and
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To check that everything is working, put a breakpoint in ``platform/macos/godot_main_macos.mm`` and
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run the project.
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If you run into any issues, ask for help in one of
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@@ -115,7 +115,7 @@ Place the resulting ``api.json`` file in the project folder and add
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below.
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To generate and compile the bindings, use this command (replacing ``<platform>``
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with ``windows``, ``linux`` or ``osx`` depending on your OS):
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with ``windows``, ``linux`` or ``macos`` depending on your OS):
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To speed up compilation, add `-jN` at the end of the SCons command line where `N`
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is the number of CPU threads you have on your system. The example below uses 4 threads.
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Reference in New Issue
Block a user