compiling_for_osx.rst 3.5 KB

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  1. .. _doc_compiling_for_osx:
  2. Compiling for macOS
  3. ===================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. For compiling under macOS, the following is required:
  8. - `Python 3.5+ <https://www.python.org>`_.
  9. - `SCons 3.0+ <https://www.scons.org>`_ build system.
  10. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
  11. (or the more lightweight Command Line Tools for Xcode).
  12. - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
  13. If you are building the ``master`` branch:
  14. - Download and install the `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__.
  15. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  16. install SCons and yasm using the following command::
  17. brew install scons yasm
  18. Installing Homebrew will also fetch the Command Line Tools
  19. for Xcode automatically if you don't have them already.
  20. .. seealso:: For a general overview of SCons usage for Godot, see
  21. :ref:`doc_introduction_to_the_buildsystem`.
  22. Compiling
  23. ---------
  24. Start a terminal, go to the root directory of the engine source code and type::
  25. scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
  26. If all goes well, the resulting binary executable will be placed in the
  27. ``bin/`` subdirectory. This executable file contains the whole engine and
  28. runs without any dependencies. Executing it will bring up the project
  29. manager.
  30. .. note:: If you want to use separate editor settings for your own Godot builds
  31. and official releases, you can enable
  32. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  33. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  34. To create an ``.app`` bundle like in the official builds, you need to use the
  35. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  36. editor binary built with ``scons p=osx target=release_debug``::
  37. user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
  38. user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
  39. user@host:~/godot$ cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
  40. user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
  41. Cross-compiling for macOS from Linux
  42. ------------------------------------
  43. It is possible to compile for macOS in a Linux environment (and maybe also in
  44. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  45. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  46. as a target. First, follow the instructions to install it:
  47. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  48. somewhere on your machine (or download a ZIP file and extract it somewhere),
  49. e.g.::
  50. user@host:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  51. 1. Follow the instructions to package the SDK:
  52. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  53. 2. Follow the instructions to install OSXCross:
  54. https://github.com/tpoechtrager/osxcross#installation
  55. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  56. the OSXCross installation (the same place where you cloned the
  57. repository/extracted the zip), e.g.::
  58. user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross"
  59. Now you can compile with SCons like you normally would::
  60. user@host:~/godot$ scons platform=osx
  61. 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::
  62. user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15