.. _doc_compiling_for_osx: Compiling for macOS =================== .. highlight:: shell Requirements ------------ For compiling under Linux or other Unix variants, the following is required: - Python 2.7+ or Python 3.5+ - SCons build system - Xcode (or the more lightweight Command Line Tools for Xcode) - *Optional* - yasm (for WebM SIMD optimizations) .. seealso:: For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`. Compiling --------- Start a terminal, go to the root dir of the engine source code and type: :: user@host:~/godot$ scons platform=osx 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. To create an .app like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for a ".64" optimised binary built with `scons p=osx target=release_debug`: :: user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS user@host:~/godot$ cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot Compiling for 32 and 64-bit --------------------------- All macOS versions after 10.6 are 64-bit exclusive, so the executable will be a ".64" file by default for most users. If you would like to compile a ".fat" executable which contains both 32 and 64-bit code, you can do so by specifying the bits in the scons command like so: :: user@host:~/godot$ scons platform=osx bits=fat Cross-compiling --------------- It is possible to compile for macOS in a Linux environment (and maybe also in Windows with Cygwin). For that you will need `OSXCross `__ to be able to use macOS as target. First, follow the instructions to install it: Clone the `OSXCross repository ` somewhere on your machine (or download a zip file and extract it somewhere), e.g.: :: user@host:~$ git clone https://github.com/tpoechtrager/osxcross.git /home/myuser/sources/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.: :: user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/osxcross Now you can compile with SCons like you normally would: :: user@host:~/godot$ 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: :: user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15