.. _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=$(sysctl -n hw.logicalcpu) If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager. .. note:: If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder. To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor binary built with ``scons p=osx target=release_debug``:: user@host:~/godot$ 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