# SOME DESCRIPTIVE TITLE. # Copyright (C) 2014-2022, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) # This file is distributed under the same license as the Godot Engine package. # FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Godot Engine 3.5\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2022-09-09 16:03+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/development/compiling/compiling_for_ios.rst:4 msgid "Compiling for iOS" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:10 msgid "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`." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:14 msgid "Requirements" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:16 msgid "SCons 3.0+ (you can install it via `Homebrew `_ or `MacPorts `_, you should be able to run ``scons`` in a terminal when installed)." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:19 msgid "Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:21 msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:24 msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:28 msgid "Compiling" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:30 msgid "Open a Terminal, go to the root dir of the engine source code and type:" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:36 msgid "for a debug build, or:" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:42 msgid "for a release build (check ``platform/iphone/detect.py`` for the compiler flags used for each configuration)." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:45 msgid "Alternatively, you can run" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:51 msgid "for a Simulator executable." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:53 msgid "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." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:56 msgid "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:" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:67 msgid "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." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:79 msgid "Run" msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:81 msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`." msgstr "" #: ../../docs/development/compiling/compiling_for_ios.rst:84 msgid "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." msgstr "" #: ../../docs/:0 msgid "Translation status" msgstr ""