Comments (3)
Especially relevant too is how to build iOS binaries that actually work. Users need to build them for both arches and merge them together using the lipo
tool, as done in our travis script: https://github.com/GodotBuilder/godot-builds/blob/master/.travis.yml#L136
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If I am not wrong every entry of the Compiling section contains a guide for building the export templates now. There is room for improvement though (like how to adapt these templates to your needs).
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Closing for #1227.
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Related Issues (20)
- Processing diagram HOT 2
- ResourceLoader.Load doesn't specify what happens if you try to load a path that doesn't exist. HOT 2
- Improve Description of gdshader SmoothStep and Mix functions HOT 11
- Tutorial using wrong class: "Using a Viewport as a texture" --> "Using a SubViewport as a texture" HOT 1
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- T
- Add C# examples for custom BBCode
- Can't cross-compile for iOS on Linux after following documentation HOT 3
- Please remove this code block, or add some explanation to it HOT 1
- "Creating the enemy" 2D tutorial page missing a step HOT 2
- the first 2d game main game sense issue HOT 4
- Minor issue with "Creating instances" page HOT 1
- Missing scons command in GDExtension C++ example docs, also potentially outdated command when git cloning HOT 3
- Your First 2D game: Creating the Enemy - randomize mod suggestion?
- Your first 2D game > Finishing up screenshot is outdated HOT 1
- NavigationMesh is missing
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