Compiling for Universal Windows Platform¶
Requirements¶
- SCons 3.0+ (see Compiling for Windows for more details).
- Visual Studio 2017 or later. See Compiling for Windows about the caveats of installing it and the various prompts.
- Windows 10 SDK (can be selected in Visual Studio installation).
- ANGLE source. Use the
ms_master
(default) branch. Keep it in a path without spaces to avoid problems.
Note
The ANGLE repo by Microsoft has been discontinued and the
ms_master
branch has been cleared out.
As a temporary workaround however, it is still possible to download an older state of the source code via commit c61d048.
This page will eventually be updated in the future to reflect the new build instructions.
See also
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Compiling¶
You need to open a proper Visual Studio prompt for the target architecture you want to build. Check Compiling for Windows to see how these prompts work.
There are three target architectures for UWP: x86 (32-bits), x64 (64-bits)
and ARM (32-bits). For the latter, you can run vcvarsall.bat
with
x86_arm
or amd64_arm
as argument to set the environment.
Set the ANGLE_SRC_PATH
to the directory where you downloaded the ANGLE
source code. The build process will also build ANGLE to produce the
required DLLs for the selected architecture.
Once you’re set, run the SCons command similarly to the other platforms:
C:\godot>scons platform=uwp
Creating UWP export templates¶
To export using the editor you need to properly build package the templates.
You need all three architectures with debug
and release
templates to
be able to export.
Open the command prompt for one architecture and run SCons twice (once for each target):
C:\godot>scons platform=uwp target=release_debug
C:\godot>scons platform=uwp target=release
Repeat for the other architectures.
In the end your bin
folder will have the .exe
binaries with a name
like godot.uwp.opt.debug.32.x86.exe
(with variations for each
target/arch).
Copy one of these to misc/dist/uwp_template
inside the Godot source
folder and rename the binary to godot.uwp.exe
. From the ANGLE source,
under winrt/10/src/Release_%arch%
(where %arch%
can be Win32
,
x64
or ARM
), get the libEGL.dll
and the libGLESv2.dll
,
putting them along with the executable.
Add the files in the uwp_template
folder to a ZIP. Rename the resulting
Zip according to the target/architecture of the template:
uwp_x86_debug.zip
uwp_x86_release.zip
uwp_x64_debug.zip
uwp_x64_release.zip
uwp_arm_debug.zip
uwp_arm_release.zip
Move those templates to the [versionstring]\templates
folder in Godot
settings path, where versionstring is the version of Godot you have compiled
the export templates for - e.g. 3.0.alpha for the alpha version of Godot 3.
If you don’t want to replace the templates, you can set the “Custom Package”
property in the export window.
Running UWP apps with Visual Studio¶
If you want to debug the UWP port or simply run your apps without packaging and signing, you can deploy and launch them using Visual Studio. It might be the easiest way if you are testing on a device such as a Windows Phone or an Xbox One.
Within the ANGLE source folder, open templates
and double-click the
install.bat
script file. This will install the Visual Studio project
templates for ANGLE apps.
If you have not built Godot yet, open the winrt/10/src/angle.sln
solution
from the ANGLE source and build it to Release/Win32 target. You may also need
to build it for ARM if you plan to run on a device. You can also use MSBuild if
you’re comfortable with the command line.
Create a new Windows App project using the “App for OpenGL ES
(Windows Universal)” project template, which can be found under the
Visual C++/Windows/Universal
category.
This is a base project with the ANGLE dependencies already set up. However, by
default it picks the debug version of the DLLs which usually have poor
performance. So in the “Binaries” filter, click in each of the DLLs there
and in the “Properties” window and change the relative path from
Debug_Win32
to Release_Win32
(or Release_ARM
for devices).
In the same “Binaries” filter, select “Add > Existing Item” and point to the
Godot executable for UWP you have. In the “Properties” window, set “Content”
to True
so it’s included in the project.
Right-click the Package.appxmanifest
file and select “Open With… > XML
(Text) Editor”. In the Package/Applications/Application
element, replace
the Executable
attribute from $targetnametoken$.exe
to
godot.uwp.exe
(or whatever your Godot executable is called). Also change
the EntryPoint
attribute to GodotUWP.App
. This will ensure that
the Godot executable is correctly called when the app starts.
Create a folder (not a filter) called game
in your Visual Studio project
folder and there you can put either a data.pck
file or your Godot project
files. After that, make sure to include it all with the “Add > Existing Item”
command and set their “Content” property to True
so they’re copied to the
app.
To ease the workflow, you can open the “Solution Properties” and in the “Configuration” section untick the “Build” option for the app. You still have to build it at least once to generate some needed files, you can do so by right-clicking the project (not the solution) in the “Solution Explorer” and selecting “Build”.
Now you can just run the project and your app should open. You can also use the “Start Without Debugging” option from the “Debug” menu (or press Ctrl + F5) to make it launch faster.