Difference between revisions of "Deployment to Device"
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== Android deployment == | == Android deployment == | ||
+ | In order to have a working Android environment, you need to follow these steps: | ||
− | + | === Install Android Studio for your operating system === | |
+ | (see: https://developer.android.com/studio/ ). | ||
− | + | === Install Gideros Player === | |
− | + | * '''Installing from Google Play:''' grab the Android Gideros Player from this link: https://play.google.com/store/apps/details?id=info.simart.gideros | |
− | |||
− | + | '''OR''' | |
− | + | Gideros Studio comes with GiderosAndroidPlayer.apk, which is on the root directory of the installation folder. | |
− | + | * '''Installing from device:''' connect your Android device to your computer and copy GiderosAndroidPlayer.apk file to your device's internal disk. Then, using an internal file manager, click on the APK file and install. | |
− | Gideros Studio comes with GiderosAndroidPlayer.apk, which is on the root directory of the installation folder. | ||
− | |||
− | |||
* '''Using adb install command:''' adb command comes with Android SDK, and can be used to automatize some actions (e.g installing or removing packages) on your device. Go to the GiderosAndroidPlayer.apk folder and run the following on a command line : | * '''Using adb install command:''' adb command comes with Android SDK, and can be used to automatize some actions (e.g installing or removing packages) on your device. Go to the GiderosAndroidPlayer.apk folder and run the following on a command line : | ||
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</code> | </code> | ||
− | + | '''NB1''': your computer and your Android device should be connected, and you should have installed necessary Android drivers to your computer before. | |
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− | + | '''NB2''': make sure the option to allow the installation of non-market apps is active: ''Settings->Applications->Unknown sources''. | |
− | + | === Testing your app === | |
− | + | *Start the Android Gideros Player app on your phone. | |
+ | *Activate the WIFI on both your phone and your computer. | ||
+ | *Open your project in Gideros Studio. Your phone should be visible as a player. Click Start to run your app. | ||
+ | === Exporting your Android app === | ||
+ | *Go to File → Export Project. | ||
== iOS deployment == | == iOS deployment == | ||
− | |||
=== Prerequisites === | === Prerequisites === | ||
− | |||
Apple requires developers to subscribe to Apple Developer Program. This allows programmers the ability to run their application on real devices. If you haven't done so, click http://developer.apple.com/ to join the iOS Developer Program either as an individual or a company. | Apple requires developers to subscribe to Apple Developer Program. This allows programmers the ability to run their application on real devices. If you haven't done so, click http://developer.apple.com/ to join the iOS Developer Program either as an individual or a company. | ||
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# Creating your App IDs: https://developer.apple.com/ios/manage/bundles/howto.action | # Creating your App IDs: https://developer.apple.com/ios/manage/bundles/howto.action | ||
# Creating Provisioning Profiles: https://developer.apple.com/ios/manage/provisioningprofiles/howto.action | # Creating Provisioning Profiles: https://developer.apple.com/ios/manage/provisioningprofiles/howto.action | ||
+ | |||
+ | === Deploying your application to iOS devices === | ||
+ | To deploy your application to iPhone/iPad you need to: | ||
+ | |||
+ | # Export your application as Xcode project | ||
+ | # Build and deploy Xcode project to actual device | ||
+ | |||
+ | First step is done through "File → Export Project" menu. | ||
+ | |||
+ | For the second step, you need Intel-based Mac running Snow Leopard and Apple Developer License. | ||
=== Deploying Gideros Player to iOS Devices === | === Deploying Gideros Player to iOS Devices === | ||
+ | For your iOS device, you need to build and sign the player application yourself. Like everything for iOS, this has to be done within XCode. Please unzip the GiderosiPhonePlayer.zip archive to a location of your choice. Start XCode and load: | ||
− | + | <code>GiderosiPhonePlayer.xcodeproj</code> | |
− | |||
− | == | + | Inside XCode, browse to the resource section in the “Groups and Files” list box and there open the GiderosiPhonePlayer-Info.plist. Here you need to set the bundle identifier to the app ID you have used to create a provisioning profile in the iOS Provisioning Portal. |
+ | |||
+ | After you have made your changes, save it and open the project settings. There you need to set the code signing identity to the one of your provisioning profile. If it doesn’t show up, then you have forgotten to actually install it. And make sure that you set the code signing identity in the configuration you want to use when you build the player. Close the settings and then Build and Run the player. If everything was set right, you will see the icon for the player show up in your device. | ||
+ | |||
+ | == UWP deployment == | ||
+ | You will need Visual Studio 2017, there is a free version (community edition): https://visualstudio.microsoft.com/downloads/ | ||
+ | |||
+ | You will also need (installed whilst VS2017 is closed): | ||
+ | |||
+ | The latest Windows SDK: https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk | ||
+ | |||
+ | The latest advertising SDK: https://marketplace.visualstudio.com/items?itemName=AdMediator.MicrosoftAdvertisingSDK | ||
− | + | === Export === | |
+ | Export your Gideros app/game like you would any other platform. Select the UWP tab in export. | ||
− | + | Once exported, go to the export folder, look in the app/games sub-folder and double-click the .sln file. | |
− | |||
− | + | Visual Studio 2017 should open, make sure that the build type is set to 'Release' (not 'Debug'), then click the Build menu item and click 'Build solution'. | |
− | + | == HTML5 deployment == | |
+ | Export your Gideros app/game as usual, selecting Html5 tab. | ||
− | + | Most options are pretty much self explanatory, however a few of them deserve explanation: | |
− | + | * Facebook Instant Game: tick here if you are targeting Facebook instant game platform. If you do so, you will have to select a preload amount, which correspond to how much gideros loading (the time before your lua code is executed) weight in your app loading. You will typically leave it to 100%, unless your code takes a significant amount of time to init. In the latter case, set preload amount to whatever is suitable for you then call [[Special:MyLanguage/FBInstant.setLoadingProgress|FBInstant.setLoadingProgress]] to update loading bar within your app. | |
+ | * Host name: lock your app to this hostname. Your app will refuse to run if hosted/accessed from a non matching url. | ||
+ | * Crash reporting URL: You can indicate here an endpoint where crash reports will posted to. A basic PHP receiver script may be: | ||
+ | <syntaxhighlight lang="php"> | ||
+ | <?php | ||
+ | header("Content-Type: text/plain"); | ||
+ | $json = file_get_contents('php://input'); | ||
+ | error_log("JSCRASH:".$json); | ||
+ | ?> | ||
+ | </syntaxhighlight> |
Latest revision as of 14:26, 13 July 2023
Android deployment
In order to have a working Android environment, you need to follow these steps:
Install Android Studio for your operating system
(see: https://developer.android.com/studio/ ).
Install Gideros Player
- Installing from Google Play: grab the Android Gideros Player from this link: https://play.google.com/store/apps/details?id=info.simart.gideros
OR
Gideros Studio comes with GiderosAndroidPlayer.apk, which is on the root directory of the installation folder.
- Installing from device: connect your Android device to your computer and copy GiderosAndroidPlayer.apk file to your device's internal disk. Then, using an internal file manager, click on the APK file and install.
- Using adb install command: adb command comes with Android SDK, and can be used to automatize some actions (e.g installing or removing packages) on your device. Go to the GiderosAndroidPlayer.apk folder and run the following on a command line :
adb install GiderosAndroidPlayer.apk
NB1: your computer and your Android device should be connected, and you should have installed necessary Android drivers to your computer before.
NB2: make sure the option to allow the installation of non-market apps is active: Settings->Applications->Unknown sources.
Testing your app
- Start the Android Gideros Player app on your phone.
- Activate the WIFI on both your phone and your computer.
- Open your project in Gideros Studio. Your phone should be visible as a player. Click Start to run your app.
Exporting your Android app
- Go to File → Export Project.
iOS deployment
Prerequisites
Apple requires developers to subscribe to Apple Developer Program. This allows programmers the ability to run their application on real devices. If you haven't done so, click http://developer.apple.com/ to join the iOS Developer Program either as an individual or a company.
These are the steps you need to follow before going on for iOS deployment. If you have already completed these steps, go to "Deploying Gideros Player to iOS devices" section.
- Obtaining your Certificate: https://developer.apple.com/ios/manage/certificates/team/howto.action
- Assigning devices: https://developer.apple.com/ios/manage/devices/howto.action
- Creating your App IDs: https://developer.apple.com/ios/manage/bundles/howto.action
- Creating Provisioning Profiles: https://developer.apple.com/ios/manage/provisioningprofiles/howto.action
Deploying your application to iOS devices
To deploy your application to iPhone/iPad you need to:
- Export your application as Xcode project
- Build and deploy Xcode project to actual device
First step is done through "File → Export Project" menu.
For the second step, you need Intel-based Mac running Snow Leopard and Apple Developer License.
Deploying Gideros Player to iOS Devices
For your iOS device, you need to build and sign the player application yourself. Like everything for iOS, this has to be done within XCode. Please unzip the GiderosiPhonePlayer.zip archive to a location of your choice. Start XCode and load:
GiderosiPhonePlayer.xcodeproj
Inside XCode, browse to the resource section in the “Groups and Files” list box and there open the GiderosiPhonePlayer-Info.plist. Here you need to set the bundle identifier to the app ID you have used to create a provisioning profile in the iOS Provisioning Portal.
After you have made your changes, save it and open the project settings. There you need to set the code signing identity to the one of your provisioning profile. If it doesn’t show up, then you have forgotten to actually install it. And make sure that you set the code signing identity in the configuration you want to use when you build the player. Close the settings and then Build and Run the player. If everything was set right, you will see the icon for the player show up in your device.
UWP deployment
You will need Visual Studio 2017, there is a free version (community edition): https://visualstudio.microsoft.com/downloads/
You will also need (installed whilst VS2017 is closed):
The latest Windows SDK: https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk
The latest advertising SDK: https://marketplace.visualstudio.com/items?itemName=AdMediator.MicrosoftAdvertisingSDK
Export
Export your Gideros app/game like you would any other platform. Select the UWP tab in export.
Once exported, go to the export folder, look in the app/games sub-folder and double-click the .sln file.
Visual Studio 2017 should open, make sure that the build type is set to 'Release' (not 'Debug'), then click the Build menu item and click 'Build solution'.
HTML5 deployment
Export your Gideros app/game as usual, selecting Html5 tab.
Most options are pretty much self explanatory, however a few of them deserve explanation:
- Facebook Instant Game: tick here if you are targeting Facebook instant game platform. If you do so, you will have to select a preload amount, which correspond to how much gideros loading (the time before your lua code is executed) weight in your app loading. You will typically leave it to 100%, unless your code takes a significant amount of time to init. In the latter case, set preload amount to whatever is suitable for you then call FBInstant.setLoadingProgress to update loading bar within your app.
- Host name: lock your app to this hostname. Your app will refuse to run if hosted/accessed from a non matching url.
- Crash reporting URL: You can indicate here an endpoint where crash reports will posted to. A basic PHP receiver script may be:
<?php
header("Content-Type: text/plain");
$json = file_get_contents('php://input');
error_log("JSCRASH:".$json);
?>