compiling_for_macos.rst 7.7 KB

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  1. .. _doc_compiling_for_macos:
  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. .. warning::
  13. If you are building the ``master`` branch, download and install the
  14. `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__. This
  15. is **required** to compile Godot 4.x, as MoltenVK is used to translate Vulkan
  16. to Metal (macOS doesn't support Vulkan out of the box).
  17. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  18. install SCons using the following command::
  19. brew install scons
  20. Installing Homebrew will also fetch the Command Line Tools
  21. for Xcode automatically if you don't have them already.
  22. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  23. installed, you can easily install SCons using the
  24. following command::
  25. sudo port install scons
  26. .. seealso:: For a general overview of SCons usage for Godot, see
  27. :ref:`doc_introduction_to_the_buildsystem`.
  28. Compiling
  29. ---------
  30. Start a terminal, go to the root directory of the engine source code.
  31. To compile for Intel (x86-64) powered Macs, use::
  32. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  33. To compile for Apple Silicon (ARM64) powered Macs, use::
  34. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  35. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  36. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  37. If all goes well, the resulting binary executable will be placed in the
  38. ``bin/`` subdirectory. This executable file contains the whole engine and
  39. runs without any dependencies. Executing it will bring up the project
  40. manager.
  41. .. note:: If you want to use separate editor settings for your own Godot builds
  42. and official releases, you can enable
  43. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  44. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  45. To create an ``.app`` bundle like in the official builds, you need to use the
  46. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  47. editor binary built with ``target=release_debug``::
  48. cp -r misc/dist/osx_tools.app ./Godot.app
  49. mkdir -p Godot.app/Contents/MacOS
  50. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  51. chmod +x Godot.app/Contents/MacOS/Godot
  52. .. note::
  53. If you are building the ``master`` branch, you also need to include support
  54. for the MoltenVK Vulkan portability library. You can do so either by
  55. building it statically with ``use_static_mvk=yes``, or by including the
  56. dynamic library in your ``.app`` bundle::
  57. mkdir -p Godot.app/Contents/Frameworks
  58. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  59. Compiling a headless/server build
  60. ---------------------------------
  61. To compile a *headless* build which provides editor functionality to export
  62. projects in an automated manner, use::
  63. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  64. To compile a debug *server* build which can be used with
  65. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  66. scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  67. To compile a release *server* build which is optimized to run dedicated game servers,
  68. use::
  69. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  70. Building export templates
  71. -------------------------
  72. To build macOS export templates, you have to compile with ``tools=no`` (no
  73. editor) and respectively for ``target=release`` (release template) and
  74. ``target=release_debug``.
  75. Official templates are universal binaries which support both Intel x86_64 and
  76. ARM64 architectures. You can also create export templates that support only one
  77. of those two architectures by leaving out the ``lipo`` step below.
  78. - For Intel x86_64::
  79. scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  80. scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  81. - For ARM64 (Apple M1)::
  82. scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  83. scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  84. To support both architectures in a single "Universal 2" binary, run the above
  85. two commands blocks and then use ``lipo`` to bundle them together::
  86. lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
  87. lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
  88. To create an ``.app`` bundle like in the official builds, you need to use the
  89. template located in ``misc/dist/osx_template.app``. The release and debug
  90. builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
  91. ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
  92. with the following commands (assuming a universal build, otherwise replace the
  93. ``.universal`` extension with the one of your arch-specific binaries)::
  94. cp -r misc/dist/osx_template.app .
  95. mkdir -p osx_template.app/Contents/MacOS
  96. cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
  97. cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
  98. chmod +x osx_template.app/Contents/MacOS/godot_osx*
  99. .. note::
  100. If you are building the ``master`` branch, you also need to include support
  101. for the MoltenVK Vulkan portability library. You can do so either by
  102. building it statically with ``use_static_mvk=yes``, or by including the
  103. dynamic library in your ``.app`` bundle::
  104. mkdir -p osx_template.app/Contents/Frameworks
  105. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
  106. You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
  107. template from the official Godot distribution::
  108. zip -q -9 -r osx.zip osx_template.app
  109. Cross-compiling for macOS from Linux
  110. ------------------------------------
  111. It is possible to compile for macOS in a Linux environment (and maybe also in
  112. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  113. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  114. as a target. First, follow the instructions to install it:
  115. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  116. somewhere on your machine (or download a ZIP file and extract it somewhere),
  117. e.g.::
  118. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  119. 1. Follow the instructions to package the SDK:
  120. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  121. 2. Follow the instructions to install OSXCross:
  122. https://github.com/tpoechtrager/osxcross#installation
  123. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  124. the OSXCross installation (the same place where you cloned the
  125. repository/extracted the zip), e.g.::
  126. export OSXCROSS_ROOT="$HOME/osxcross"
  127. Now you can compile with SCons like you normally would::
  128. scons platform=osx
  129. 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::
  130. scons platform=osx osxcross_sdk=darwin15