Compiling for iOS¶
- SCons (you can get it from macports, you should be able to run
sconsin a terminal when installed)
- Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools.
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
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