Compiling for Universal Windows Platform¶
See also
This page describes how to compile UWP export template binaries from source. If you're looking to export your project to UWP instead, read Exporting for Universal Windows Platform.
Requirements¶
Python 3.6+. Make sure to enable the option to add Python to the ``PATH`` in the installer.
SCons 3.0+ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases.
Windows 10 SDK (can be selected in Visual Studio installation).
ANGLE source. Use the
ms_master
(default) branch. Keep it in a path without spaces to avoid problems.
Note
The ANGLE repo by Microsoft has been discontinued and the
ms_master
branch has been cleared out.
As a temporary workaround however, it is still possible to download an older state of the source code via commit c61d048.
This page will eventually be updated in the future to reflect the new build instructions.
See also
To get the Godot source code for compiling, see Getting the source.
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Compiling¶
You need to open a proper Visual Studio prompt for the target architecture you want to build. Check Compiling for Windows to see how these prompts work.
There are three target architectures for UWP: x86 (32-bits), x64 (64-bits)
and ARM (32-bits). For the latter, you can run vcvarsall.bat
with
x86_arm
or amd64_arm
as argument to set the environment.
Set the ANGLE_SRC_PATH
to the directory where you downloaded the ANGLE
source code. The build process will also build ANGLE to produce the
required DLLs for the selected architecture.
Once you're set, run the SCons command similarly to the other platforms:
C:\godot>scons platform=uwp
Creating UWP export templates¶
To export using the editor you need to properly build package the templates.
You need all three architectures with debug
and release
templates to
be able to export.
Open the command prompt for one architecture and run SCons twice (once for each target):
C:\godot>scons platform=uwp target=template_debug
C:\godot>scons platform=uwp target=template_release
Repeat for the other architectures.
In the end your bin
folder will have the .exe
binaries with a name
like godot.uwp.opt.debug.32.x86.exe
(with variations for each
target/arch).
Copy one of these to misc/dist/uwp_template
inside the Godot source
folder and rename the binary to godot.uwp.exe
. From the ANGLE source,
under winrt/10/src/Release_%arch%
(where %arch%
can be Win32
,
x64
or ARM
), get the libEGL.dll
and the libGLESv2.dll
,
putting them along with the executable.
Add the files in the uwp_template
folder to a ZIP. Rename the resulting
Zip according to the target/architecture of the template:
uwp_x86_debug.zip
uwp_x86_release.zip
uwp_x64_debug.zip
uwp_x64_release.zip
uwp_arm_debug.zip
uwp_arm_release.zip
Move those templates to the [versionstring]\templates
folder in Godot
settings path, where versionstring is the version of Godot you have compiled
the export templates for - e.g. 3.0.alpha for the alpha version of Godot 3.
If you don't want to replace the templates, you can set the "Custom Package"
property in the export window.