godot-docs/reference/compiling_for_osx.rst

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.. _doc_compiling_for_osx:
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Compiling for OSX
=================
.. highlight:: shell
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Requirements
------------
For compiling under Linux or other Unix variants, the following is
required:
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- Python 2.7+ (3.0 is untested as of now)
- SCons build system
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- XCode
Compiling
---------
Start a terminal, go to the root dir of the engine source code and type:
::
user@host:~/godot$ scons platform=osx
If all goes well, the resulting binary executable will be placed in the
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"bin" subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
manager. There is a .app template to put the binary into in
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``tools/Godot.app``.
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Cross-compiling
---------------
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It is possible to compile for OSX in a Linux environment (and maybe
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also in Windows with Cygwin). For that you will need
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`OSXCross <https://github.com/tpoechtrager/osxcross>`__to be able
to use OSX as target. First, follow the instructions to install it:
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Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`
somewhere on your machine (or download a zip file and extract it somewhere),
e.g.:
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::
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user@host:~$ git clone https://github.com/tpoechtrager/osxcross.git /home/myuser/sources/osxcross
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1. Follow the instructions to package the SDK:
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https://github.com/tpoechtrager/osxcross#packaging-the-sdk
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2. Follow the instructions to install OSXCross:
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https://github.com/tpoechtrager/osxcross#installation
After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
the OSXCross installation (the same place where you cloned the
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repository/extracted the zip), e.g.:
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::
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user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/oscross
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Now you can compile with SCons like you normally would:
::
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user@host:~/godot$ scons platform=osx