This quick overview will help you get started developing in the Babylon Native repository. We support development on Windows, macOS, and Linux. This overview is intended for developers familiar with common native development practices.
Required Tools: git, CMake, node.js
The first step for all development environments and targets is to clone the repo. Use a git-enabled terminal to follow the steps below.
git clone https://github.com/BabylonJS/BabylonNative.git
Babylon Native's build system is based on CMake, which customarily uses a separate
build directory. Build directory location is up to you, but we highly recommend using
the build
directory from the repository root. The .gitignore
file is set up to
ignore this build
directory.
NOTE: CMake considers what are sometimes called "build flavors" (Win32/x86 versus
Win32/x64 versus UWP/x64, etc.) to be entirely different build targets which should have
separate build folders. For cross-platform development, we commonly use multiple
subfolders inside the build
folder, such as build/win32_x86
and build/uwp_x64
, to
house the builds for different platforms, with each subfolder treated just like the
build
folder in the instructions below.
Follow the steps from All Development Platforms before proceeding.
Required Tools: Visual Studio 2019 with C++ development tools, Python 3.0 or newer (required by dependencies)
For Windows development, CMake will generate a Visual Studio solution. From the root of the repository on the command line, run the following command:
cmake -B build\win32
Note that, by default, this will target the same processor architecture that is being
used to build the solution. If your development environment uses a 64-bit CPU, CMake's
generated solution will target x64
. To manually target specific architectures, tell
CMake the intended architecture using the -A
flag, as shown below. Supported
arguments for using this flag with Babylon Native include Win32
for 32-bit
processors and x64
for 64-bit processors.
cmake -B build\win32_x86 -A Win32
CMake will generate a new BabylonNative.sln
file in the specified build folder.
When CMake is complete, open BabylonNative.sln
by double-clicking on it in
Windows Explorer or by running the following command:
start build\win32\BabylonNative.sln
By default, the Playground
demo app will be set as the Visual Studio start-up
project.
Follow the steps from All Development Platforms before proceeding.
Required Tools: Visual Studio 2019 with C++ and UWP development tools, Python 3.0 or newer (required by dependencies)
For Windows development, CMake will generate a Visual Studio solution. By default it
will target Win32. To target UWP (which CMake describes as Windows Store
), you must
specify a couple CMake variables. From the root of the repository on the command line,
run the following command:
cmake -B build/uwp -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0
Note that, by default, this will target the same processor architecture that is being
used to build the solution. If your development environment uses a 64-bit CPU, CMake's
generated solution will target x64
. To manually target specific architectures, tell
CMake the intended architecture using the -A
flag, as shown below. Supported
arguments for using this flag with Babylon Native include Win32
for 32-bit
processors, x64
for 64-bit processors, arm
for ARM processors, and arm64
for
ARM64 processors.
cmake -B build/uwp_arm64 -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0 -A arm64
CMake will generate a new BabylonNative.sln
file in the specified build folder.
When CMake is complete, open BabylonNative.sln
by double-clicking on it in
Windows Explorer or by running the following command:
start build\uwp\BabylonNative.sln
By default, the Playground
demo app will be set as the Visual Studio start-up
project.
Follow the steps from All Development Platforms before proceeding.
Required Tools: Visual Studio 2019 with C++ and UWP development tools, Python 3.0 or newer (required by dependencies)
HoloLens 2 supports arm64
UWP applications. To create a HoloLens 2 Visual Studio
solution for a physical device, run the following command from the repository root:
cmake -B build/uwp_arm64 -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0 -A arm64
Additional notes for HoloLens 2 development:
- At this time, running immersive applications on HoloLens 2 emulators is NOT supported. We are tracking support for HoloLens 2 emulators here.
- For the Playground app, setting the
hololens
javascript variable to true inexperience.js
will configure the experience for HoloLens 2. - HoloLens 2 immersive experiences require the
Spatial Perception
UWP capability. This capability is enabled in the application'sPackage.appxmanifest
. When creating a custom BabylonNative project, one will need to enable theSpatial Perception
UWP cability in their app'sPackage.appxmanifest
. For more information on UWP capabilities, see here. - HoloLens 2 immersive experiences are built on top of
OpenXR
. Updates to theOpenXR
runtime should automtically be installed on physical HoloLens 2 devices through the Windows Store. If for some reason updates are not automatically installed (custom device configurations, lack of network connectivity, etc), developers may need to manually install updates for theOpenXR
runtime through the Windows Store. For more information on installing newer versions ofOpenXR
, see here.
Required Tools: Xcode 11 or newer, Python 3.0 or newer (required by dependencies)
For macOS development, CMake will generate a Makefile by default. It may be possible to build Babylon Native for macOS using this approach, but only the Xcode method is supported at present. To generate an Xcode project using CMake, you must specify the correct build system generator for CMake to use. Run the following command from the repository root:
cmake -B build/macOS -G Xcode
CMake will generate a new BabylonNative.xcodeproj
file in the specified build folder.
Open the project by double-clicking on it in Finder or by entering the following command:
open build/macOS/BabylonNative.xcodeproj
To select which project to build with Xcode, select the correct project name in the
menu to the right of the greyed-out Stop
button adjacent to the Play
button in
the top-left corner of the Xcode window. For example, to build and run the Playground
demo app, click on the project selector and find Playground
in the list of possible
selections. The Play
button will subsequently allow you to build, run, and debug
the selected Babylon Native demo app.
Follow the steps from All Development Platforms before proceeding.
Required Tools: Xcode 11 or newer, Python 3.0 or newer (required by dependencies)
For macOS development, CMake will generate a Makefile by default. It may be possible to build Babylon Native for macOS using this approach, but only the Xcode method is supported at present. To generate an Xcode project using CMake, you must specify the correct build system generator for CMake to use. Additionally, you must tell CMake what toolchain to use, which provides additional information about how to generate an iOS Xcode project correctly. Run the following command from the repository root:
cmake -B build/iOS -G Xcode -D IOS=ON
To enable bitcode support, add this option to the cmake command line parameters:
-D ENABLE_BITCODE=ON
CMake will generate a new BabylonNative.xcodeproj
file in the specified build folder.
Open the project by double-clicking on it in Finder or by entering the following command:
open build/iOS/BabylonNative.xcodeproj
To select which project to build with Xcode, select the correct project name in the
menu to the right of the greyed-out Stop
button adjacent to the Play
button in
the top-left corner of the Xcode window. For example, to build and run the Playground
demo app, click on the project selector and find Playground
in the list of possible
selections. The Play
button will subsequently allow you to build, run, and debug
the selected Babylon Native demo app.
Follow the steps from All Development Platforms before proceeding.
Required Tools: Xcode 15 or newer, Python 3.0 or newer (required by dependencies)
For macOS development, CMake will generate a Makefile by default. It may be possible to build Babylon Native for macOS using this approach, but only the Xcode method is supported at present. To generate an Xcode project using CMake, you must specify the correct build system generator for CMake to use. Additionally, you must tell CMake what toolchain to use, which provides additional information about how to generate an visionOS Xcode project correctly. Run the following command from the repository root:
cmake -B build/visionOS -G Xcode -D VISIONOS=ON
To enable bitcode support, add this option to the cmake command line parameters:
-D ENABLE_BITCODE=ON
CMake will generate a new BabylonNative.xcodeproj
file in the specified build folder.
Open the project by double-clicking on it in Finder or by entering the following command:
open build/visionOS/BabylonNative.xcodeproj
To select which project to build with Xcode, select the correct project name in the
menu to the right of the greyed-out Stop
button adjacent to the Play
button in
the top-left corner of the Xcode window. For example, to build and run the Playground
demo app, click on the project selector and find Playground
in the list of possible
selections. The Play
button will subsequently allow you to build, run, and debug
the selected Babylon Native demo app.
Follow the steps from All Development Platforms before proceeding.
Required Tools: Android Studio, Node.js, Ninja
The minimal requirement target is Android 5.0 with an OpenGL ES 3.0 compatible GPU.
Only building with Android Studio is supported. CMake is not used directly. Instead, Gradle
is used for building and CMake is automatically invocated for building the native part.
An .apk
that can be executed on your device or simulator is the output.
First, download the latest release of Ninja, extract the binary, and add it to your system path.
Babylon Native on Android supports two JavaScript engines: V8 and JavaScriptCore. V8 is
used by default if no engine is specified. To change the engine to JavaScriptCore, open
the file Apps\Playground\Android\gradle.properties
and add the following line:
jsEngine=JavaScriptCore
Once the npm packages are installed, open the project located at
Apps\Playground\Android
with Android Studio. Then in the menu, select Run
-> Run 'app'
.
If you don't have an Android device plugged in or no Android image in the Android emulator,
that option will be greyed and inaccessible. Instructions and tips on how to install the
emulator are available here.
Follow the steps from All Development Platforms before proceeding.
See also: Building on Windows using WSL
The minimal requirement target is an OpenGL 3.3 compatible GPU. Clang 9+ or GCC 9+ are required for building.
First step is to install packages mandatory for building. For example, with Clang-9 toolchain:
sudo apt-get install libgl1-mesa-dev libcurl4-openssl-dev clang-9 libc++-9-dev libc++abi-9-dev lld-9 ninja-build
Depending on the JavaScript engine you want to use, you will have to install the package accordingly:
Install the following package:
sudo apt-get install libjavascriptcoregtk-4.0-dev
Then, run cmake targetting a Ninja make file:
cmake -G Ninja -D JAVASCRIPTCORE_LIBRARY=/usr/lib/x86_64-linux-gnu/libjavascriptcoregtk-4.0.so -D NAPI_JAVASCRIPT_ENGINE=JavaScriptCore
Install the following package:
sudo apt-get install libv8-dev
Then, run cmake targetting a Ninja make file:
cmake -G Ninja -D NAPI_JAVASCRIPT_ENGINE=V8
And finally, for any JavaScript engine, run a build:
ninja
You can switch compiler between GCC and Clang by defining shell variables. And example for clang
export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
and GCC
export CC=/usr/bin/gcc
export CXX=/usr/bin/g++
You will have to run CMake again to take changes into account.
For Win32, UWP, Android, and Linux, it's possible to build for different graphics API. With CMake, add this parameter to the command line:
-D GRAPHICS_API=<XXX>
For Win32 and UWP, <XXX>
can be D3D11
(default), D3D12
, or Vulkan
.
For Linux, <XXX>
can be OpenGL
(default) or Vulkan
.
For Android, the switch to Vulkan instead of OpenGL (default) is done with Gradle by adding a command line parameter:
-PGRAPHICS_API=Vulkan
If no GRAPHICS_API
is provided, the build will use the default.
Note
- For Apple devices, Metal is the only possible choice.
- Vulkan and D3D12 are under development and might not be stable enough for production purposes.