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.