Merge pull request #8657 from aaronfranke/template-target

Update export template docs to use Godot 4.x target names
This commit is contained in:
Rémi Verschelde
2024-01-04 17:53:24 +01:00
committed by Max Hilbrunner
parent c9c73be72d
commit 0c85f5d522
3 changed files with 16 additions and 16 deletions

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@@ -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.

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@@ -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::

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@@ -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 <doc_javascript_export_options>` for the web