.. _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 `_ or `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:: 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.