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27 changes: 0 additions & 27 deletions tutorials/scripting/cpp/gdextension_cpp_example.rst
Original file line number Diff line number Diff line change
Expand Up @@ -313,19 +313,6 @@ structure alongside ``godot-cpp``, ``src`` and ``demo``, then run:

You should now be able to find the module in ``demo/bin/<platform>``.

When building for iOS, package the module as a static `.xcframework`, you can use
following commands to do so:

::

# compile simulator and device modules
scons arch=universal ios_simulator=yes platform=ios target=<target>
scons arch=arm64 ios_simulator=no platform=ios target=<target>

# assemble xcframeworks
xcodebuild -create-xcframework -library demo/bin/libgdexample.ios.<target>.a -library demo/bin/libgdexample.ios.<target>.simulator.a -output demo/bin/libgdexample.ios.<target>.xcframework
xcodebuild -create-xcframework -library godot-cpp/bin/libgodot-cpp.ios.<target>.arm64.a -library godot-cpp/bin/libgodot-cpp.ios.<target>.universal.simulator.a -output demo/bin/libgodot-cpp.ios.<target>.xcframework

.. note::

Here, we've compiled both godot-cpp and our gdexample library as debug
Expand Down Expand Up @@ -353,8 +340,6 @@ loaded for each platform and the entry function for the module. It is called ``g

macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
macos.release = "res://bin/libgdexample.macos.template_release.framework"
ios.debug = "res://bin/libgdexample.ios.template_debug.xcframework"
ios.release = "res://bin/libgdexample.ios.template_release.xcframework"
windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
Expand All @@ -365,18 +350,6 @@ loaded for each platform and the entry function for the module. It is called ``g
linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"
android.debug.x86_64 = "res://bin/libgdexample.android.template_debug.x86_64.so"
android.release.x86_64 = "res://bin/libgdexample.android.template_release.x86_64.so"
android.debug.arm64 = "res://bin/libgdexample.android.template_debug.arm64.so"
android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"

[dependencies]
ios.debug = {
"res://bin/libgodot-cpp.ios.template_debug.xcframework": ""
}
ios.release = {
"res://bin/libgodot-cpp.ios.template_release.xcframework": ""
}

This file contains a ``configuration`` section that controls the entry function of the module.
You should also set the minimum compatible Godot version with ``compatibility_minimum``,
Expand Down