Compiling for Universal Windows Platform

See also Exporting for Universal Windows Platform.

Requirements

  • Compiling for Windows for more details).
  • 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 ms_master branch has been cleared out. c61d048. This page will eventually be updated in the future to reflect the new build instructions. See also Getting the source. Introduction to the buildsystem.

    Compiling

    Compiling for Windows to see how these prompts work. vcvarsall.bat with x86_arm or amd64_arm as argument to set the environment. 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:
    1. C:\godot>scons platform=uwp

    Creating UWP export templates

    debug and release templates to be able to export. Open the command prompt for one architecture and run SCons twice (once for each target):
    1. C:\godot>scons platform=uwp target=release_debugC:\godot>scons platform=uwp target=release
    Repeat for the other architectures. bin folder will have the .exe binaries with a name like godot.uwp.opt.debug.32.x86.exe (with variations for each target/arch). 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. uwp_template folder to a ZIP. Rename the resulting Zip according to the target/architecture of the template:
    1. uwp_x86_debug.zipuwp_x86_release.zipuwp_x64_debug.zipuwp_x64_release.zipuwp_arm_debug.zipuwp_arm_release.zip
    [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. templates and double-click the install.bat script file. This will install the Visual Studio project templates for ANGLE apps. 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. Visual C++/Windows/Universal category. Debug_Win32 to Release_Win32 (or Release_ARM for devices). True so it’s included in the project. 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. 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. 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.