.. _doc_compiling_for_osx: Compiling 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 ------------ For compiling under macOS, the following is required: - `Python 3.5+ ( https://www.python.org )`_. - `SCons 3.0+ ( https://www.scons.org )`_ build system. - `Xcode ( https://apps.apple.com/us/app/xcode/id497799835 )`_ (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:: brew install scons yasm 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:: sudo port install scons yasm .. seealso:: 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`. Compiling --------- Start a terminal, go to the root directory of the engine source code. To compile for Intel (x86-64) powered Macs, use:: scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) To compile for Apple Silicon (ARM64) powered Macs, use:: scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) To support both architectures in a single "Universal 2" binary, run the above two commands and then use `lipo` to bundle them together:: 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. .. 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. 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 editor binary built with `target=release_debug`:: cp -r misc/dist/osx_tools.app ./Godot.app mkdir -p Godot.app/Contents/MacOS cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot chmod +x Godot.app/Contents/MacOS/Godot Compiling a headless/server build --------------------------------- To compile a *headless* build which provides editor functionality to export projects in an automated manner, use:: scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu) To compile a debug *server* build which can be used with `remote debugging tools