Game Development Community

iTGB Shipping flags

by Hugo Munoz · in iTorque 2D · 06/11/2012 (3:25 pm) · 1 replies

Hey guys, Im about to ship an iTGB game, the problem is that I need to know exactly which compiler flags should be present for shipping, by flags I mean things like PUAP_SCRIPT_CHANGE, USE_COMPONENTS... and so on, and what should I do to prevent copying the *.cs files into the final build

I noticed that there is a shipping configuration that is created automatically when using the standard iTGB template, but I don't want to trust that, Im not saying is wrong, I just want to know what is required and its purpose. If somebody who has shipped something in the past to apple could kindly give me a summary of those steps will be greatly appreciated


Thanks in advance

Hugo

#1
06/12/2012 (12:42 am)
to prevent the cs (not all but those that you don't want in there) to show up in the build you have to modify the xcode project so they aren't copied as part of the build

thats a thing that iTGB won't take care off when doing the xcode project.

As for the rest: you normally leave it in place unless you have a reason to remove it (like being hit by one of the rare cases where PUAP is a problem). Use components is a thing you really only cut if you don't use behaviors at all as you will want to use the C++ counterpart and write code there to have them working performantly.