IN THIS ARTICLE
To support multiple native build toolchains, Open 3D Engine (O3DE) uses the CMake build tools . While most configurable build systems make it difficult to work cross-platform, CMake is intentionally designed to take generic configuration files and generate toolchain-specific project files, and then perform native builds.
cd <project-directory> cmake -B build/windows_vs2019 -S . -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<absolute-path-to-packages> cmake --build build/windows_vs2019 --target <ProjectName>.GameLauncher Editor --config profile -- -m
cd <project-directory> cmake -B build/linux -S . -G "Ninja Multi-Config" -DLY_3RDPARTY_PATH=<absolute-path-to-packages> cmake --build build/linux --target <ProjectName>.GameLauncher Editor --config profile
Builds created with these commands are located in the
Refer to Configure and Build for a list of other build configurations.
O3DE requires CMake 3.20.5 or higher.
|Configure and Build||The full details on how to configure and build O3DE core, Gems, and projects.|
|Create Distributable Open 3D Engine Builds||Instructions on how to separate engine developer and project developer workflows, by creating fixed binaries to distribute to project teams.|
|O3DE Packages||Learn about the O3DE package system that’s used to ship binaries along with your Gem or project.|
|Troubleshooting||How to debug and troubleshoot CMake and build problems.|
|CMake Settings Reference||Reference for user-configurable CMake settings specific to O3DE.|
|Windows Support||Prerequisites for building on Windows 10.|
|Linux Support||Prerequisites for building on Linux.|
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