pandemonium_engine_docs/development/compiling/compiling_for_osx.md
2023-01-12 20:57:31 +01:00

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"
  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