compiling_for_osx.rst 3.7 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 and type::
  23. scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
  24. If all goes well, the resulting binary executable will be placed in the
  25. ``bin/`` subdirectory. This executable file contains the whole engine and
  26. runs without any dependencies. Executing it will bring up the project
  27. manager.
  28. .. note:: If you want to use separate editor settings for your own Godot builds
  29. and official releases, you can enable
  30. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  31. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  32. To create an ``.app`` bundle like in the official builds, you need to use the
  33. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  34. editor binary built with ``scons p=osx target=release_debug``::
  35. cp -r misc/dist/osx_tools.app ./Godot.app
  36. mkdir -p Godot.app/Contents/MacOS
  37. cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
  38. chmod +x Godot.app/Contents/MacOS/Godot
  39. Compiling a headless/server build
  40. ---------------------------------
  41. To compile a *headless* build which provides editor functionality to export
  42. projects in an automated manner, use::
  43. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  44. To compile a *server* build which is optimized to run dedicated game servers,
  45. use::
  46. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  47. Cross-compiling for macOS from Linux
  48. ------------------------------------
  49. It is possible to compile for macOS in a Linux environment (and maybe also in
  50. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  51. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  52. as a target. First, follow the instructions to install it:
  53. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  54. somewhere on your machine (or download a ZIP file and extract it somewhere),
  55. e.g.::
  56. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  57. 1. Follow the instructions to package the SDK:
  58. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  59. 2. Follow the instructions to install OSXCross:
  60. https://github.com/tpoechtrager/osxcross#installation
  61. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  62. the OSXCross installation (the same place where you cloned the
  63. repository/extracted the zip), e.g.::
  64. export OSXCROSS_ROOT="$HOME/osxcross"
  65. Now you can compile with SCons like you normally would::
  66. scons platform=osx
  67. 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::
  68. scons platform=osx osxcross_sdk=darwin15