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gumacielnaithar
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Changing the version references 3.2 to 3.3.
Since the new iOS plugin support will only be present in 3.3 onwards. https://godotengine.org/article/versioning-change-godot-3x https://godotengine.org/article/release-candidate-godot-3-3-rc-6
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README.md

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* Running
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```
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scons target=<debug|release|release_debug> arch=<arch> simulator=<no|yes> plugin=<plugin_name> version=<3.2|4.0>
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scons target=<debug|release|release_debug> arch=<arch> simulator=<no|yes> plugin=<plugin_name> version=<3.3|4.0>
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```
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will generate `.a` static library for chosen target.
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Do note, that Godot's default `debug` export template is compiled with `release_debug` target.

SConstruct

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@@ -25,7 +25,7 @@ opts.Add(BoolVariable('simulator', "Compilation platform", 'no'))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/'))
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opts.Add(EnumVariable('plugin', 'Plugin to build', '', ['', 'apn', 'arkit', 'camera', 'icloud', 'gamecenter', 'inappstore']))
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opts.Add(EnumVariable('version', 'Godot version to target', '', ['', '3.2', '4.0']))
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opts.Add(EnumVariable('version', 'Godot version to target', '', ['', '3.3', '4.0']))
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# Updates the environment with the option variables.
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opts.Update(env)

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