mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Harmonize Bash command syntax for easier line selection and copy-pasting
- Remove prompt or `$` sign which makes triple-click based selection more difficult and time-consuming. - Use `platform` instead of `p` alias in all SCons examples.
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@@ -53,13 +53,13 @@ Open a Terminal, go to the root dir of the engine source code and type:
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::
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$ scons p=ios target=template_debug
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scons platform=ios target=template_debug
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for a debug build, or:
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::
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$ scons p=ios target=template_release
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scons platform=ios target=template_release
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for a release build (check ``platform/ios/detect.py`` for the compiler
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flags used for each configuration).
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@@ -68,8 +68,8 @@ Alternatively, you can run
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::
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$ scons p=ios target=template_debug ios_simulator=yes arch=x86_64
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$ scons p=ios target=template_debug ios_simulator=yes arch=arm64
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scons platform=ios target=template_debug ios_simulator=yes arch=x86_64
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scons platform=ios target=template_debug ios_simulator=yes arch=arm64
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for a Simulator libraries.
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@@ -79,13 +79,13 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
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::
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$ cp -r misc/dist/ios_xcode .
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cp -r misc/dist/ios_xcode .
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$ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
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$ 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
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cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
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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
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$ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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$ 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
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cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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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
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The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
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folder once it has been created.
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@@ -314,7 +314,7 @@ codebase. To edit projects with Visual Studio they need to be set up as a soluti
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You can create a Visual Studio solution via SCons by running SCons with
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the ``vsproj=yes`` parameter, like this::
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scons p=windows vsproj=yes
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scons platform=windows vsproj=yes
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You will be able to open Godot's source in a Visual Studio solution now,
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and able to build Godot using Visual Studio's **Build** button.
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@@ -46,7 +46,7 @@ the desired targets without having to repeat this process.
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``<godot_binary>`` refers to the editor binary you compiled with the .NET module
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enabled. Its exact name will differ based on your system and configuration, but
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should be of the form ``bin/godot.<platform>.editor.<arch>.mono``, e.g.
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``bin/godot.linuxbsd.editor.x86_64.mono`` or
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``bin/godot.linuxbsd.editor.x86_64.mono`` or
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``bin/godot.windows.editor.x86_32.mono.exe``. Be especially aware of the
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**.mono** suffix! If you've previously compiled Godot without .NET support, you
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might have similarly named binaries without this suffix. These binaries can't be
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@@ -159,11 +159,11 @@ Example (Windows)
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::
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# Build editor binary
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scons p=windows target=editor module_mono_enabled=yes
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scons platform=windows target=editor module_mono_enabled=yes
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# Build export templates
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scons p=windows target=template_debug module_mono_enabled=yes
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scons p=windows target=template_release module_mono_enabled=yes
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scons platform=windows target=template_debug module_mono_enabled=yes
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scons platform=windows target=template_release module_mono_enabled=yes
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# Generate glue sources
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bin/godot.windows.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
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# Build .NET assemblies
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@@ -176,10 +176,10 @@ Example (Linux, \*BSD)
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::
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# Build editor binary
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scons p=linuxbsd target=editor module_mono_enabled=yes
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scons platform=linuxbsd target=editor module_mono_enabled=yes
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# Build export templates
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scons p=linuxbsd target=template_debug module_mono_enabled=yes
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scons p=linuxbsd target=template_release module_mono_enabled=yes
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scons platform=linuxbsd target=template_debug module_mono_enabled=yes
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scons platform=linuxbsd target=template_release module_mono_enabled=yes
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# Generate glue sources
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bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
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@@ -547,7 +547,7 @@ main ``doc/classes`` directory.
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You can use Git to check if you have missed some of your classes by checking the
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untracked files with ``git status``. For example::
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user@host:~/godot$ git status
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git status
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Example output::
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@@ -573,7 +573,7 @@ Run command:
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::
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user@host:~/godot$ ./bin/<godot_binary> --doctool .
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bin/<godot_binary> --doctool .
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Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see
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that it contains a ``Summator.xml`` file, or any other classes, that you referenced
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@@ -28,7 +28,7 @@ For example, using ``gdb`` directly, you may do this:
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.. code-block:: none
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$ gdb godot
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gdb godot
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> run -e --path ~/myproject
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You can also run the editor directly from your project's folder. In that case,
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@@ -36,8 +36,8 @@ only the ``-e`` option is required.
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.. code-block:: none
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$ cd ~/myproject
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$ gdb godot
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cd ~/myproject
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gdb godot
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> run -e
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You can learn more about these launch options and other command line arguments
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