6.9 KiB
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"
- 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