anchor.diff:  
   You can set the jMonkeyEngine SDK to build an executable for Android mobile platforms.
   
  -Learn more about <<jme3/android#,Android Support>> here.
  +Learn more about xref:ROOT:jme3/android.adoc[Android Support] here.
   
   
   === iOS Device
   
   You can set the jMonkeyEngine SDK to build an executable for iOS platforms. A Mac with XCode installed is needed.
   
  -Learn more about <<jme3/ios#,iOS Support>> here.
  +Learn more about xref:ROOT:jme3/ios.adoc[iOS Support] here.
   
   
   == Tip: Switching Build Configurations
  
positive.code: = jMonkeyEngine SDK: Application Deployment
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :keywords: documentation, sdk, deployment, android, applet, webstart, desktop
  :relfileprefix: ../
  :imagesdir: ..
  :stylesheet: twemoji-awesome.css
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  After you have written and tested your game, you want to brand it and distribute it to your users. If you use the build script provided by the  jMonkeyEngine SDK's BaseGame, you have the following deployment options:
  
negative.code: 
  The JAR file is the most common deployment method for Java desktop applications. The user downloads the executable JAR file to his machine and runs it to start the game.
  
  .  btn:[RMB] click your project and open the "`Project Properties`".
  .  In the menu:Application[Web Start] category, make sure the box "`Enable Web Start`" is not checked. Click btn:[OK].
  .  btn:[RMB] click your project and "`Clean and Build`".
  .  If the build succeeds you see a line similar to  +
  `Building jar: /home/joe/jMonkeyPlatform/MySuperTestGame/dist/MySuperTestGame.jar` +
  this means the executable JAR has been generated successfully in your project directory.
  