|
@@ -33,9 +33,19 @@ If you are building the ``master`` branch:
|
|
|
Compiling
|
|
|
---------
|
|
|
|
|
|
-Start a terminal, go to the root directory of the engine source code and type::
|
|
|
+Start a terminal, go to the root directory of the engine source code.
|
|
|
|
|
|
- scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
|
|
|
+To compile for Intel (x86-64) powered Macs, use::
|
|
|
+
|
|
|
+ scons platform=osx arch=x86_64 --jobs=$(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
|
|
@@ -49,13 +59,18 @@ manager.
|
|
|
|
|
|
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 ``scons p=osx target=release_debug``::
|
|
|
+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.tools.64 Godot.app/Contents/MacOS/Godot
|
|
|
+ cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
|
|
|
chmod +x Godot.app/Contents/MacOS/Godot
|
|
|
|
|
|
+If you are building the ``master`` branch, additionally copy the Vulkan library:
|
|
|
+
|
|
|
+ mkdir -p Godot.app/Contents/Frameworks
|
|
|
+ cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
|
|
|
+
|
|
|
Compiling a headless/server build
|
|
|
---------------------------------
|
|
|
|