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Cross-reference compiling and exporting pages, rename OSX/Mac to macOS
There's a lot of confusion between compiling Godot and exporting projects. This aims to resolve part of the confusion by cross-linking other pages for each platform.
This commit is contained in:
committed by
Rémi Verschelde
parent
a9af005495
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955c97bb1d
@@ -5,6 +5,11 @@ Compiling for Android
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.. highlight:: shell
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.. seealso::
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This page describes how to compile Android export template binaries from source.
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If you're looking to export your project to Android instead, read :ref:`doc_exporting_for_android`.
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Note
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----
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@@ -5,6 +5,11 @@ Compiling for iOS
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.. highlight:: shell
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.. seealso::
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This page describes how to compile iOS export template binaries from source.
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If you're looking to export your project to iOS instead, read :ref:`doc_exporting_for_ios`.
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Requirements
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------------
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@@ -5,6 +5,11 @@ Compiling for Linux, \*BSD
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.. highlight:: shell
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.. seealso::
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This page describes how to compile Linux editor and export template binaries from source.
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If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
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Requirements
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------------
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@@ -5,6 +5,11 @@ Compiling for macOS
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.. highlight:: shell
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.. note::
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This page describes how to compile macOS editor and export template binaries from source.
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If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
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Requirements
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------------
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@@ -5,6 +5,11 @@ Compiling for Universal Windows Platform
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.. highlight:: shell
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.. seealso::
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This page describes how to compile UWP export template binaries from source.
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If you're looking to export your project to UWP instead, read :ref:`doc_exporting_for_uwp`.
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Requirements
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------------
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@@ -3,6 +3,11 @@
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Compiling for the Web
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=====================
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.. seealso::
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This page describes how to compile HTML5 editor and export template binaries from source.
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If you're looking to export your project to HTML5 instead, read :ref:`doc_exporting_for_web`.
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.. highlight:: shell
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Requirements
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@@ -5,6 +5,11 @@ Compiling for Windows
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.. highlight:: shell
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.. seealso::
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This page describes how to compile Windows editor and export template binaries from source.
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If you're looking to export your project to Windows instead, read :ref:`doc_exporting_for_windows`.
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Requirements
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------------
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@@ -3,6 +3,13 @@
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Exporting for Android
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=====================
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.. seealso::
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This page describes how to export a Godot project to Android.
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If you're looking to compile export template binaries from source instead,
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read :ref:`doc_compiling_for_android`.
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Exporting for Android has fewer requirements than compiling Godot for Android.
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The following steps detail what is needed to set up the Android SDK and the engine.
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@@ -3,6 +3,12 @@
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Exporting for iOS
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=================
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.. seealso::
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This page describes how to export a Godot project to iOS.
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If you're looking to compile export template binaries from source instead,
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read :ref:`doc_compiling_for_ios`.
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These are the steps to load a Godot project in Xcode. This allows you to
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build and deploy to an iOS device, build a release for the App Store, and
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do everything else you can normally do with Xcode.
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@@ -3,6 +3,12 @@
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Exporting for Linux
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===================
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.. seealso::
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This page describes how to export a Godot project to Linux.
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If you're looking to compile editor or export template binaries from source instead,
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read :ref:`doc_compiling_for_linuxbsd`.
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The simplest way to distribute a game for PC is to copy the executable
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(``godot``), compress the folder and send it to someone else. However, this is
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often not desired.
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@@ -1,8 +1,14 @@
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.. _doc_exporting_for_mac:
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.. _doc_exporting_for_macos:
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Exporting for macOS
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===================
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.. seealso::
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This page describes how to export a Godot project to macOS.
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If you're looking to compile editor or export template binaries from source instead,
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read :ref:`doc_compiling_for_macos`.
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macOS apps are exported as an ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files.
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This bundle is packed in a ZIP archive or DMG disk image (only supported when exporting for macOS).
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@@ -14,12 +20,12 @@ Requirements
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.. warning::
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Projects exported without code signing and notarization will be blocked by Gatekeeper if they are downloaded from unknown sources, see the :ref:`Running Godot apps on macOS <doc_running_on_mac>` page for more info.
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Projects exported without code signing and notarization will be blocked by Gatekeeper if they are downloaded from unknown sources, see the :ref:`Running Godot apps on macOS <doc_running_on_macos>` page for more information.
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Code signing and notarization
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-----------------------------
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By default, macOS will run only applications that are signed and notarized, if you use any other signing configuration see :ref:`Running Godot apps on macOS <doc_running_on_mac>` for workarounds.
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By default, macOS will run only applications that are signed and notarized, if you use any other signing configuration see :ref:`Running Godot apps on macOS <doc_running_on_macos>` for workarounds.
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To notarize an app you mast have a valid `Apple Developer ID Certificate <https://developer.apple.com/>`__.
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@@ -3,6 +3,12 @@
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Exporting for Universal Windows Platform
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========================================
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.. seealso::
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This page describes how to export a Godot project to UWP.
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If you're looking to compile export template binaries from source instead,
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read :ref:`doc_compiling_for_uwp`.
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There's no extra requirement to export an ``.appx`` package that can be
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installed as a Windows App or submitted to the Windows Store. Exporting UWP
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packages also works from any platform, not only from Windows.
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@@ -3,6 +3,12 @@
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Exporting for the Web
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=====================
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.. seealso::
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This page describes how to export a Godot project to HTML5.
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If you're looking to compile editor or export template binaries from source instead,
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read :ref:`doc_compiling_for_web`.
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HTML5 export allows publishing games made in Godot Engine to the browser.
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This requires support for `WebAssembly
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<https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__
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@@ -3,6 +3,12 @@
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Exporting for Windows
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=====================
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.. seealso::
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This page describes how to export a Godot project to Windows.
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If you're looking to compile editor or export template binaries from source instead,
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read :ref:`doc_compiling_for_windows`.
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The simplest way to distribute a game for PC is to copy the executable
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(``godot.exe``), compress the folder and send it to someone else. However, this
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is often not desired.
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@@ -9,8 +9,8 @@ Export
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exporting_pcks
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feature_tags
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exporting_for_linux
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exporting_for_mac
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running_on_mac
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exporting_for_macos
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running_on_macos
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exporting_for_windows
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changing_application_icon_for_windows
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exporting_for_uwp
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@@ -1,8 +1,13 @@
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.. _doc_running_on_mac:
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.. _doc_running_on_macos:
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Running Godot apps on macOS
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===========================
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.. seealso::
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This page covers running Godot projects on macOS.
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If you haven't exported your project yet, read :ref:`doc_exporting_for_macos` first.
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By default, macOS will run only applications that are signed and notarized.
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Depending on the way a macOS app is signed and distributed, the following scenarios are possible:
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