Cleanups to the Compiling for OSX section.

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Relintai 2023-04-06 23:28:17 +02:00
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# Compiling for macOS
Compiling for macOS
===================
This page describes how to compile macOS editor and export template binaries from source. If you're looking to
export your project to macOS instead, read `doc_exporting_for_macos`.
Note:
This page describes how to compile macOS editor and export template binaries from source.
If you're looking to export your project to macOS instead, read `doc_exporting_for_macos`.
Requirements
------------
## Requirements
For compiling under macOS, the following is required:
@ -21,34 +14,28 @@ For compiling under macOS, the following is required:
(or the more lightweight Command Line Tools for Xcode).
- *Optional* - `yasm ( https://yasm.tortall.net/ )` (for WebM SIMD optimizations).
Note:
If you have `Homebrew ( https://brew.sh/ )` installed, you can easily
install SCons and yasm using the following command:
### Note:
If you have `Homebrew ( https://brew.sh/ )` installed, you can easily install SCons and yasm using the following command:
```
brew install scons yasm
```
Installing Homebrew will also fetch the Command Line Tools
for Xcode automatically if you don't have them already.
Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already.
Similarly, if you have `MacPorts ( https://www.macports.org/ )`
installed, you can easily install SCons and yasm using the
following command:
Similarly, if you have `MacPorts ( https://www.macports.org/ )` installed, you can easily install
SCons and yasm using the following command:
```
sudo port install scons yasm
```
See also:
To get the Godot source code for compiling, see
`doc_getting_source`.
To get the Godot source code for compiling, see `doc_getting_source`.
For a general overview of SCons usage for Godot, see
`doc_introduction_to_the_buildsystem`.
For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
Compiling
---------
## Compiling
Start a terminal, go to the root directory of the engine source code.
@ -70,16 +57,11 @@ To support both architectures in a single "Universal 2" binary, run the above tw
lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
```
If all goes well, the resulting binary executable will be placed in the
`bin/` subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
manager.
If all goes well, the resulting binary executable will be placed in the `bin/` subdirectory. This executable
file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager.
Note:
If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
`doc_data_paths_self_contained_mode` by creating a file called
`._sc_` or `sc_` in the `bin/` folder.
If you want to use separate editor settings for your own Godot builds and official releases, you can enable
`doc_data_paths_self_contained_mode` by creating a file called `._sc_` or `sc_` in the `bin/` folder.
To create an `.app` bundle like in the official builds, you need to use the
template located in `misc/dist/osx_tools.app`. Typically, for an optimized
@ -92,8 +74,7 @@ editor binary built with `target=release_debug`:
chmod +x Godot.app/Contents/MacOS/Godot
```
Compiling a headless/server build
---------------------------------
## Compiling a headless/server build
To compile a *headless* build which provides editor functionality to export
projects in an automated manner, use:
@ -116,8 +97,7 @@ use:
scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
```
Building export templates
-------------------------
## Building export templates
To build macOS export templates, you have to compile with `tools=no` (no
editor) and respectively for `target=release` (release template) and
@ -171,8 +151,7 @@ template from the official Godot distribution:
zip -q -9 -r osx.zip osx_template.app
```
Cross-compiling for macOS from Linux
------------------------------------
## Cross-compiling for macOS from Linux
It is possible to compile for macOS in a Linux environment (and maybe also in
Windows using the Windows Subsystem for Linux). For that, you'll need to install