6.7 KiB
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
.
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
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.
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"
- Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk
- 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