.. _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). .. important:: If you are building the ``master`` branch, download and install the `Vulkan SDK for macOS `__. .. 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. 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 :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 ``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 If you are building the ``master`` branch, additionally copy the Vulkan library:: mkdir -p Godot.app/Contents/Frameworks cp /macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib 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=$(sysctl -n hw.logicalcpu) To compile a *server* build which is optimized to run dedicated game servers, use:: scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu) 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.:: 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