diff --git a/contributing/development/compiling/compiling_for_ios.rst b/contributing/development/compiling/compiling_for_ios.rst index a5b2257cc..2f14e84f0 100644 --- a/contributing/development/compiling/compiling_for_ios.rst +++ b/contributing/development/compiling/compiling_for_ios.rst @@ -78,11 +78,11 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas $ cp -r misc/dist/ios_xcode . - $ cp libgodot.ios.debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a - $ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a + $ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a + $ lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a - $ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a - $ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a + $ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a + $ lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode`` folder once it has been created. diff --git a/contributing/development/compiling/compiling_for_macos.rst b/contributing/development/compiling/compiling_for_macos.rst index f90376460..0029a51f4 100644 --- a/contributing/development/compiling/compiling_for_macos.rst +++ b/contributing/development/compiling/compiling_for_macos.rst @@ -128,7 +128,7 @@ of those two architectures by leaving out the ``lipo`` step below. scons platform=macos target=template_release arch=x86_64 scons platform=macos target=template_debug arch=x86_64 -- For ARM64 (Apple M1):: +- For Arm64 (Apple M1):: scons platform=macos target=template_release arch=arm64 scons platform=macos target=template_debug arch=arm64 @@ -136,20 +136,20 @@ of those two architectures by leaving out the ``lipo`` step below. To support both architectures in a single "Universal 2" binary, run the above two commands blocks and then use ``lipo`` to bundle them together:: - lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal - lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal + lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal + lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/macos_template.app``. The release and debug builds should be placed in ``macos_template.app/Contents/MacOS`` with the names -``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so +``godot_macos_release.universal`` and ``godot_macos_debug.universal`` respectively. You can do so with the following commands (assuming a universal build, otherwise replace the ``.universal`` extension with the one of your arch-specific binaries):: cp -r misc/dist/macos_template.app . mkdir -p macos_template.app/Contents/MacOS - cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64 - cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64 + cp bin/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal + cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal chmod +x macos_template.app/Contents/MacOS/godot_macos* .. note:: diff --git a/contributing/development/compiling/compiling_for_web.rst b/contributing/development/compiling/compiling_for_web.rst index 09c6601bb..623e26e49 100644 --- a/contributing/development/compiling/compiling_for_web.rst +++ b/contributing/development/compiling/compiling_for_web.rst @@ -49,17 +49,17 @@ enabled. Since ``eval()`` calls can be a security concern, the The engine will now be compiled to WebAssembly by Emscripten. Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name is -``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32.zip`` +``godot.web.template_release.wasm32.zip`` for release or ``godot.web.template_debug.wasm32.zip`` for debug. Finally, rename the zip archive to ``web_release.zip`` for the release template:: - mv bin/godot.web.opt.wasm32.zip bin/web_release.zip + mv bin/godot.web.template_release.wasm32.zip bin/web_release.zip And ``web_debug.zip`` for the debug template:: - mv bin/godot.web.opt.debug.wasm32.zip bin/web_debug.zip + mv bin/godot.web.template_debug.wasm32.zip bin/web_debug.zip GDExtension ----------- @@ -80,8 +80,8 @@ Its name will have ``_dlink`` added. Finally, rename the zip archives to ``web_dlink_release.zip`` and ``web_dlink_release.zip`` for the release template:: - mv bin/godot.web.opt.wasm32.dlink.zip bin/web_dlink_release.zip - mv bin/godot.web.opt.debug.wasm32.dlink.zip bin/web_dlink_debug.zip + mv bin/godot.web.template_release.wasm32.dlink.zip bin/web_dlink_release.zip + mv bin/godot.web.template_debug.wasm32.dlink.zip bin/web_dlink_debug.zip Building the editor ------------------- @@ -93,7 +93,7 @@ over the native build. You can build the editor with:: scons platform=web target=editor Once finished, the resulting file will be placed in the ``bin`` subdirectory. -Its name will be ``godot.web.opt.tools.wasm32.zip``. You can upload the +Its name will be ``godot.web.editor.wasm32.zip``. You can upload the zip content to your web server and visit it with your browser to use the editor. Refer to the :ref:`export page ` for the web