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ios and android support #298
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This add android build support in scons and travis. This is focused on arm and arm64. This solves godotengine#149.
This adds iOS support in scons and travis.yml Fix travis build for android.
… for android and ios
Errors in travis-ci for android, I correct this soon. |
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… takes less time.
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Thanks for your contribution! 💙 I have no idea about Android or iOS stuff, but I left a comment on the CI setup.
Hi ! You're right for ci. And my last commit does not speed up Travis. I'll revert it tomorrow. |
…is build takes less time." This reverts commit e33177d.
…ents abi is selected with arch and bits arch is included into generated binary name, so that we can have binary for arm linux in future (as example)
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Hi there, ready for review, I moved android_abi parameter to a composition of arch and bits.
Travis CI is ok. Maybe it should be a good idea to deploy godot-cpp binaries automatically using travis deploy ? This would avoid long ci build time for GDNative like we can have here.
Hi! I saw you added android support but how i can build it. Can you make a tutorial ? |
Hi @undeton , |
@karroffel it would be good if we could entice endragor to have a look at iOS. I haven't used GDNative at all on iOS yet and he's got experience with it. I need to find time to do some testing on Android. I'll ask Fredia if he can have a glance at this as well. He just moved a lot of the work to CMAKE for our Oculus Go/Quest module |
I guess we have a problem with the generated ios binairies, I got a 180 Mo static library, what is not compatible with app store. Edit : Since 3.1.1 I cannot run app on iOS as soon as there is a gdnative. I opened an issue on engine repo : godotengine/godot#30518 |
Hi ! What about the merge of this request ? We have no news for iOS, but pr is ok on Android and travis ci is ok. I'd like it to be merged so that I can use main repo for my projects, like this one. @BastiaanOlij said it is ok for android but we have no news of iOS. It seems 3.1.1 is causing bugs when linking that was not present in 3.1, si I think it is not related to gdnative repo but to Godot itself. |
This PR is great. GDNative should support compiling to static libraries for some platforms that not allowed to use dynamic libs, like iOS and game console platforms. |
This enable to build on android and ios.
I was using Arguments on my side instead of the opts variable. Maybe you'd like to change this.
This is focus on arm and arm64 on android.
I did not added iphone sdk version as parameter, this can be an improvement.