Platforms / Mobile

Mobile

Build for Android and Apple mobile targets while accounting for SDKs, touch, and bundle paths.

Mobile outputs are build-only from the BornEngine CLI. Use bornengine build with the exact target your Perry installation advertises; do not expect bornengine run to launch a phone or browser build from a desktop host.

Android

Install Android Studio, the Android SDK, and the NDK version requested by the Perry target. Verify adb --version, install Perry’s Android target, then inspect perry compile --help for the exact target name.

Colyseus networking

The final Android app manifest must include android.permission.INTERNET so the game can open sockets. This is a normal install-time permission and does not show a runtime prompt. ACCESS_NETWORK_STATE is only needed if the game also reads connectivity status; Colyseus itself does not require it. See Android’s network connection requirements.

xml
<uses-permission android:name="android.permission.INTERNET" />

Apple mobile input

iOS has real multitouch and also synthesizes touch 0 as mouse button 0. Multi-touch games should read the touch API directly instead of treating mouse button 0 as a fire action. Touch slots become sparse when fingers lift out of order, so scan active slots with isTouchActive() rather than iterating only up to getTouchCount().

The @bornengine/engine/mobile module provides virtual joysticks and buttons. See mobile input for the API and Apple targets for packaging details.

The 2D game recipe gives you a small render/input loop to adapt to a mobile target; combine it with the audio and UI recipe for touch-friendly HUD feedback.