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Android & iOS

Android and iOS package your project as a real native app: the engine’s C++ core compiled to arm64, rendering through an embedded Dawn (WebGPU → Metal on iOS, Vulkan on Android), with your game scripts running on an embedded JS engine (QuickJS-ng). It is not a WebView and not a wrapper around the web build — there is no browser in the process.

The authoring model is identical to every other target. The same scenes, the same components, the same TypeScript. Nothing in a project is mobile-specific.

Android and iOS are offered as two targets, not one “Mobile”, because they package through entirely different toolchains (Android SDK + NDK vs. Xcode) — one row could not tell you what to run, whether this machine can run it, or where the package comes out.

They do share one runtime and one export payload. The engine, the SDK and the game runtime all live in the app binary, so what an export writes is app content — your scenes, scripts and cooked assets — rather than a runnable package the way dist-web/ is.

Android iOS
Graphics Vulkan (via Dawn) Metal (via Dawn)
Export output dist-android/ dist-ios/
Assembled by aapt2 + apksigner (Android SDK/NDK) Xcode
Assembly host OS any desktop OS macOS only
Result a signed .apk an Xcode project you open, sign and run

The Package dialog distinguishes two kinds of missing prerequisite, and they are not the same severity:

  • A missing engine runtime means the package cannot be produced at all.
  • A missing native toolchain does not. The export still writes the app’s content; only the final assembly needs the toolchain, and that step can run on another machine — an iOS build always does when the editor is on Windows.

The Package Project dialog with the Android target selected, warning that the Android SDK was not found

Package Project → MOBILE → Android. The warning names the missing piece and says exactly how much it blocks: the content is written either way.

  1. Build the native host once. Dawn and QuickJS are multi-GB / separate projects, so they are fetched rather than vendored. The one-time recipe (and the exact cmake invocations) is in native/README.md.

  2. Install the platform toolchain.

    • Android — Android SDK + NDK r28. The editor finds it via ANDROID_HOME or Android Studio’s default install location.
    • iOSmacOS with Xcode. Apple ships no toolchain for other operating systems, so the dialog says so rather than pretending otherwise.
  3. Check the dialog. The target’s row carries a warning triangle until the probe passes, and the panel names what is missing.

  1. File → Build…, then pick Android or iOS under MOBILE.
  2. Choose a build config and an output folder (dist-android / dist-ios by default). Source maps are not offered — there is no browser devtools to consume them.
  3. Check Scenes in build as you would for any target.
  4. Package. The export cooks assets, bundles scripts, and writes the app’s content plus an app.config.json carrying the app’s identity.

Then assemble the app around that content:

Terminal window
# Android — writes a signed APK (debug keystore unless --keystore says otherwise)
node build-tools/cli.js native --package --content dist-android
# iOS (on a Mac) — writes the Xcode project around the content
node build-tools/cli.js native --target ios --package --content dist-ios

A native app has OS-level properties the engine never reads — the runtime cannot rotate a phone, and a store keeps a bundle id forever — so they are declared for whoever assembles the app, in Project Settings → Packaging:

Setting What it becomes
Application ID The Android manifest package and the iOS bundle id (reverse-DNS). Left empty it is derived from the project name; a published app should set its own.
Android Version Code The integer Google Play orders builds by — it must increase with every upload. The version users see comes from the project version.
Orientation Project Settings → Display → Orientation, one project-wide setting every target honors. Left unset it follows the design resolution’s aspect.

The export writes these into app.config.json beside the content — deliberately not in game.config.json, which is what the runtime reads.

Everything. The mobile targets compile the whole engine source list, and the three subsystems that ship as separate WebAssembly side modules on the web (Box2D, the Spine runtime, the MPEG-1 video decoder) are compiled into the app binary instead — a device has no dynamic-linking story and no reason for one. app.sideModules still answers for them, so the runtime’s own feature gating behaves exactly as it does in a browser.

Subsystem On device
Sprites, tilemaps, particles, post-processing Native (Dawn)
Text, bitmap text, rich text Same atlas + layout as the web; glyphs rasterized from the OS font
Physics (Box2D) Compiled in; solved across worker threads
Spine Compiled in — one runtime version per binary (-DESTELLA_SPINE_VERSION)
Video Compiled in (cooked at build, decoded on device)
Audio Native mixer (miniaudio) — CoreAudio / AAudio
Text input The platform’s soft keyboard is the field’s editing surface
Networking The OS network stack (NSURLSession / HttpURLConnection)
Compressed textures KTX2 transcoded to the device’s format (ASTC → ETC2 → BC), with mip chains
Lifecycle onShow / onHide and OS memory warnings reach the app

If a future build ever does drop a subsystem, the export names it — with the scenes that use it — instead of quietly shipping a package missing half a scene.

These are the differences worth knowing before your first device build. Each one shipped broken at least once because the editor serves a project straight off disk and never notices.

A build ships what it can reach from the entry scenes. That is right for anything a scene names — and blind to anything named only in code: a texture in rich-text markup, a clip played by url, a prefab spawned by path. Those get culled, and the first you hear of it is a silent button or a missing image on the phone.

Mark the folder in the Content Browser: right-click → Delivery → Always include in builds. It writes alwaysInclude into the same .esengine/asset-groups.json that already decides local / subpackage / remote delivery:

{
"version": "1.0",
"groups": {
"markup-images": {
"folder": "assets/textures",
"mode": "local",
"alwaysInclude": true
}
}
}

Off by default, deliberately — reachability is what keeps a build from shipping everything. See Assets.

Tune textures for the platform where memory is tightest

Section titled “Tune textures for the platform where memory is tightest”

Per-asset Import Settings have a tab per platform, mobile targets included — so a texture can be compressed harder for a phone than for the web without touching the source PNG. See Assets.

The engine runs native at full speed; only your game script runs on QuickJS, which has no JIT (Apple’s rules leave no other option, and Android is kept identical rather than divergent). A per-entity loop written in TypeScript is the one thing that costs meaningfully more here than in a browser — prefer the engine’s own systems and bulk APIs over hand-written per-entity iteration in the hot path.

Parsing the SDK bundle on a device takes ~14 s, and a compile cache does not exist until one launch has paid for it — which would be the launch right after an install. So the bytecode is built with the app and rides along in its assets: fresh-install-to-first-frame is ~0.6 s rather than 14.4 s. It is best effort (it needs a compiler for the build machine); a machine without one still produces a working app that compiles on first run.