compiling_for_osx.rst 4.1 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. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  14. install SCons and yasm using the following command::
  15. brew install scons yasm
  16. Installing Homebrew will also fetch the Command Line Tools
  17. for Xcode automatically if you don't have them already.
  18. .. seealso:: For a general overview of SCons usage for Godot, see
  19. :ref:`doc_introduction_to_the_buildsystem`.
  20. Compiling
  21. ---------
  22. Start a terminal, go to the root directory of the engine source code.
  23. To compile for Intel (x86-64) powered Macs, use::
  24. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  25. To compile for Apple Silicon (ARM64) powered Macs, use (only for Godot 3.2.3+)::
  26. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  27. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  28. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  29. If all goes well, the resulting binary executable will be placed in the
  30. ``bin/`` subdirectory. This executable file contains the whole engine and
  31. runs without any dependencies. Executing it will bring up the project
  32. manager.
  33. .. note:: If you want to use separate editor settings for your own Godot builds
  34. and official releases, you can enable
  35. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  36. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  37. To create an ``.app`` bundle like in the official builds, you need to use the
  38. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  39. editor binary built with ``target=release_debug``::
  40. cp -r misc/dist/osx_tools.app ./Godot.app
  41. mkdir -p Godot.app/Contents/MacOS
  42. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  43. chmod +x Godot.app/Contents/MacOS/Godot
  44. Compiling a headless/server build
  45. ---------------------------------
  46. To compile a *headless* build which provides editor functionality to export
  47. projects in an automated manner, use::
  48. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  49. To compile a *server* build which is optimized to run dedicated game servers,
  50. use::
  51. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  52. Cross-compiling for macOS from Linux
  53. ------------------------------------
  54. It is possible to compile for macOS in a Linux environment (and maybe also in
  55. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  56. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  57. as a target. First, follow the instructions to install it:
  58. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  59. somewhere on your machine (or download a ZIP file and extract it somewhere),
  60. e.g.::
  61. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  62. 1. Follow the instructions to package the SDK:
  63. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  64. 2. Follow the instructions to install OSXCross:
  65. https://github.com/tpoechtrager/osxcross#installation
  66. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  67. the OSXCross installation (the same place where you cloned the
  68. repository/extracted the zip), e.g.::
  69. export OSXCROSS_ROOT="$HOME/osxcross"
  70. Now you can compile with SCons like you normally would::
  71. scons platform=osx
  72. 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::
  73. scons platform=osx osxcross_sdk=darwin15