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 See also: 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=$(sysctl -n hw.logicalcpu) To compile a debug *server* build which can be used with `remote debugging tools ( doc_command_line_tutorial )`, use:: scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu) To compile a release *server* build which is optimized to run dedicated game servers, use:: scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu) Building export templates ------------------------- To build macOS export templates, you have to compile with `tools=no` (no editor) and respectively for `target=release` (release template) and `target=release_debug`. Official templates are universal binaries which support both Intel x86_64 and ARM64 architectures. You can also create export templates that support only one of those two architectures by leaving out the `lipo` step below. - For Intel x86_64:: scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) - For ARM64 (Apple M1):: scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) To support both architectures in a single "Universal 2" binary, run the above two commands blocks and then use `lipo` to bundle them together:: lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal To create an `.app` bundle like in the official builds, you need to use the template located in `misc/dist/osx_template.app`. The release and debug builds should be placed in `osx_template.app/Contents/MacOS` with the names `godot_osx_release.64` and `godot_osx_debug.64` respectively. You can do so with the following commands (assuming a universal build, otherwise replace the `.universal` extension with the one of your arch-specific binaries):: cp -r misc/dist/osx_template.app . mkdir -p osx_template.app/Contents/MacOS cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64 cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64 chmod +x osx_template.app/Contents/MacOS/godot_osx* You can then zip the `osx_template.app` folder to reproduce the `osx.zip` template from the official Godot distribution:: zip -q -9 -r osx.zip osx_template.app Cross-compiling for macOS from Linux ------------------------------------ It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you'll need to install `OSXCross ( https://github.com/tpoechtrager/osxcross )` to be able to use macOS as a target. First, follow the instructions to install it: Clone the `OSXCross repository ( https://github.com/tpoechtrager/osxcross )` somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:: git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross" 1. Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk 2. Follow the instructions to install OSXCross: 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 repository/extracted the zip), e.g.:: export OSXCROSS_ROOT="$HOME/osxcross" Now you can compile with SCons like you normally would:: scons platform=osx If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the `osxcross_sdk` argument:: scons platform=osx osxcross_sdk=darwin15