.. _doc_compiling_for_osx: Compiling for macOS =================== .. highlight:: shell Requirements ------------ For compiling under macOS, the following is required: - `Python 3.5+ `_. - `SCons 3.0+ `_ build system. - `Xcode `_ (or the more lightweight Command Line Tools for Xcode). - *Optional* - `yasm `_ (for WebM SIMD optimizations). .. note:: If you have `Homebrew `_ 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. .. 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 directory of the engine source code and type:: scons platform=osx --jobs=$(sysctl -n hw.logicalcpu) If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager. To create an .app like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor binary built with ``scons p=osx target=release_debug``:: user@host:~/godot$ 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 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 `__ to be able to use macOS as a 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 --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross" 1. Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk 2. Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.:: user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross" Now you can compile with SCons like you normally would:: user@host:~/godot$ 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