Compiling for iOS

    • 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 .

    Open a Terminal, go to the root dir of the engine source code and type:

    for a debug build, or:

    Alternatively, you can run

    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.

    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 architecture as well.

    To run on a device or simulator, follow these instructions: 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.