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Merge pull request godotengine#8657 from aaronfranke/template-target
Update export template docs to use Godot 4.x target names
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contributing/development/compiling/compiling_for_ios.rst

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@@ -78,11 +78,11 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
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$ cp -r misc/dist/ios_xcode .
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$ cp libgodot.ios.debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
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$ 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
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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.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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$ 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
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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.

contributing/development/compiling/compiling_for_macos.rst

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@@ -128,28 +128,28 @@ of those two architectures by leaving out the ``lipo`` step below.
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scons platform=macos target=template_release arch=x86_64
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scons platform=macos target=template_debug arch=x86_64
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- For ARM64 (Apple M1)::
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- For Arm64 (Apple M1)::
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scons platform=macos target=template_release arch=arm64
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scons platform=macos target=template_debug arch=arm64
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To support both architectures in a single "Universal 2" binary, run the above
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two commands blocks and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
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lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
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lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal
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lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/macos_template.app``. The release and debug
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builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
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``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so
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``godot_macos_release.universal`` and ``godot_macos_debug.universal`` respectively. You can do so
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with the following commands (assuming a universal build, otherwise replace the
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``.universal`` extension with the one of your arch-specific binaries)::
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cp -r misc/dist/macos_template.app .
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mkdir -p macos_template.app/Contents/MacOS
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cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
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cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
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cp bin/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
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cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
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chmod +x macos_template.app/Contents/MacOS/godot_macos*
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.. note::

contributing/development/compiling/compiling_for_web.rst

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@@ -49,17 +49,17 @@ enabled. Since ``eval()`` calls can be a security concern, the
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The engine will now be compiled to WebAssembly by Emscripten. Once finished,
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the resulting file will be placed in the ``bin`` subdirectory. Its name is
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``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32.zip``
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``godot.web.template_release.wasm32.zip`` for release or ``godot.web.template_debug.wasm32.zip``
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for debug.
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Finally, rename the zip archive to ``web_release.zip`` for the
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release template::
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mv bin/godot.web.opt.wasm32.zip bin/web_release.zip
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mv bin/godot.web.template_release.wasm32.zip bin/web_release.zip
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And ``web_debug.zip`` for the debug template::
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mv bin/godot.web.opt.debug.wasm32.zip bin/web_debug.zip
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mv bin/godot.web.template_debug.wasm32.zip bin/web_debug.zip
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GDExtension
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-----------
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Finally, rename the zip archives to ``web_dlink_release.zip`` and
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``web_dlink_release.zip`` for the release template::
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mv bin/godot.web.opt.wasm32.dlink.zip bin/web_dlink_release.zip
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mv bin/godot.web.opt.debug.wasm32.dlink.zip bin/web_dlink_debug.zip
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mv bin/godot.web.template_release.wasm32.dlink.zip bin/web_dlink_release.zip
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mv bin/godot.web.template_debug.wasm32.dlink.zip bin/web_dlink_debug.zip
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Building the editor
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-------------------
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scons platform=web target=editor
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Once finished, the resulting file will be placed in the ``bin`` subdirectory.
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Its name will be ``godot.web.opt.tools.wasm32.zip``. You can upload the
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Its name will be ``godot.web.editor.wasm32.zip``. You can upload the
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zip content to your web server and visit it with your browser to use the editor.
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Refer to the :ref:`export page <doc_javascript_export_options>` for the web

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