compiling_for_macos.rst 11 KB

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  1. .. _doc_compiling_for_macos:
  2. Compiling for macOS
  3. ===================
  4. .. highlight:: shell
  5. .. note::
  6. This page describes how to compile macOS editor and export template binaries from source.
  7. If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
  8. Requirements
  9. ------------
  10. For compiling under macOS, the following is required:
  11. - `Python 3.8+ <https://www.python.org/downloads/macos/>`_.
  12. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
  13. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
  14. (or the more lightweight Command Line Tools for Xcode).
  15. - `Vulkan SDK <https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg>`_
  16. for MoltenVK (macOS doesn't support Vulkan out of the box).
  17. The latest Vulkan SDK version can be installed quickly by running
  18. ``misc/scripts/install_vulkan_sdk_macos.sh`` within the Godot source repository.
  19. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  20. install SCons using the following command:
  21. ::
  22. brew install scons
  23. Installing Homebrew will also fetch the Command Line Tools
  24. for Xcode automatically if you don't have them already.
  25. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  26. installed, you can easily install SCons using the
  27. following command:
  28. ::
  29. sudo port install scons
  30. .. seealso:: To get the Godot source code for compiling, see
  31. :ref:`doc_getting_source`.
  32. For a general overview of SCons usage for Godot, see
  33. :ref:`doc_introduction_to_the_buildsystem`.
  34. Compiling
  35. ---------
  36. Start a terminal, go to the root directory of the engine source code.
  37. To compile for Intel (x86-64) powered Macs, use:
  38. ::
  39. scons platform=macos arch=x86_64
  40. To compile for Apple Silicon (ARM64) powered Macs, use:
  41. ::
  42. scons platform=macos arch=arm64
  43. .. tip::
  44. If you are compiling Godot to make changes or contribute to the engine,
  45. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  46. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  47. for more info.
  48. If all goes well, the resulting binary executable will be placed in the
  49. ``bin/`` subdirectory. This executable file contains the whole engine and
  50. runs without any dependencies. Executing it will bring up the Project
  51. Manager.
  52. .. note:: Using a standalone editor executable is not recommended, it should be always packaged into a
  53. ``.app`` bundle to avoid UI activation issues.
  54. .. note:: If you want to use separate editor settings for your own Godot builds
  55. and official releases, you can enable
  56. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  57. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  58. Compiling with AccessKit support
  59. --------------------------------
  60. AccessKit provides support for screen readers.
  61. By default, Godot is built with AccessKit dynamically linked. You can use it by placing
  62. ``accesskit.dylib`` alongside the standalone executable or in the app bundle's ``Frameworks`` folder.
  63. .. note:: You can use dynamically linked AccessKit with export templates as well, rename
  64. the DYLIB to ``accesskit.{architecture}.dylib``
  65. and place them inside the export template app bundle ``Frameworks`` folder, and the
  66. libraries will be automatically copied during the export process.
  67. To compile Godot with statically linked AccessKit:
  68. - Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
  69. - When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
  70. ::
  71. scons platform=macos accesskit_sdk_path=<...>
  72. .. note:: You can optionally build the godot-angle-static libraries yourself with
  73. the following steps:
  74. 1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
  75. directory and navigate to it.
  76. 2. Run the following command:
  77. ::
  78. cd accesskit-c
  79. cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
  80. cmake --build build
  81. cmake --install build
  82. The AccessKit static library should be built using the same compiler you are
  83. using for building Godot.
  84. Automatic ``.app`` bundle creation
  85. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  86. To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
  87. SCons command used to build editor:
  88. ::
  89. scons platform=macos arch=x86_64
  90. scons platform=macos arch=arm64 generate_bundle=yes
  91. Manual ``.app`` bundle creation
  92. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  93. To support both architectures in a single "Universal 2" binary,
  94. run the above two commands and then use ``lipo`` to bundle them together:
  95. ::
  96. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  97. To create a ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  98. editor binary built with ``dev_build=yes``:
  99. ::
  100. cp -r misc/dist/macos_tools.app ./bin/Godot.app
  101. mkdir -p bin/Godot.app/Contents/MacOS
  102. cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
  103. chmod +x bin/Godot.app/Contents/MacOS/Godot
  104. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/Godot.app
  105. .. note::
  106. If you are building the ``master`` branch, you also need to include support
  107. for the MoltenVK Vulkan portability library. By default, it will be linked
  108. statically from your installation of the Vulkan SDK for macOS.
  109. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  110. including the dynamic library in your ``.app`` bundle:
  111. ::
  112. mkdir -p <Godot bundle name>.app/Contents/Frameworks
  113. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib
  114. Running a headless/server build
  115. -------------------------------
  116. To run in *headless* mode which provides editor functionality to export
  117. projects in an automated manner, use the normal build:
  118. ::
  119. scons platform=macos target=editor
  120. And then use the ``--headless`` command line argument:
  121. ::
  122. ./bin/godot.macos.editor.x86_64 --headless
  123. To compile a debug *server* build which can be used with
  124. :ref:`remote debugging tools <doc_command_line_tutorial>`, use:
  125. ::
  126. scons platform=macos target=template_debug
  127. To compile a release *server* build which is optimized to run dedicated game servers, use:
  128. ::
  129. scons platform=macos target=template_release production=yes
  130. Building export templates
  131. -------------------------
  132. To build macOS export templates, you have to compile using the targets without
  133. the editor: ``target=template_release`` (release template) and
  134. ``target=template_debug``.
  135. Official templates are *Universal 2* binaries which support both ARM64 and Intel
  136. x86_64 architectures.
  137. - To support ARM64 (Apple Silicon) + Intel x86_64:
  138. ::
  139. scons platform=macos target=template_debug arch=arm64
  140. scons platform=macos target=template_release arch=arm64
  141. scons platform=macos target=template_debug arch=x86_64
  142. scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
  143. - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware):
  144. ::
  145. scons platform=macos target=template_debug arch=arm64
  146. scons platform=macos target=template_release arch=arm64 generate_bundle=yes
  147. To create a ``.app`` bundle like in the official builds, you need to use the
  148. template located in ``misc/dist/macos_template.app``. This process can be automated by using
  149. the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
  150. (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
  151. a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
  152. .. note::
  153. You also need to include support for the MoltenVK Vulkan portability
  154. library. By default, it will be linked statically from your installation of
  155. the Vulkan SDK for macOS. You can also choose to link it dynamically by
  156. passing ``use_volk=yes`` and including the dynamic library in your ``.app``
  157. bundle:
  158. ::
  159. mkdir -p macos_template.app/Contents/Frameworks
  160. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  161. In most cases, static linking should be preferred as it makes distribution
  162. easier. The main upside of dynamic linking is that it allows updating
  163. MoltenVK without having to recompile export templates.
  164. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  165. template from the official Godot distribution:
  166. ::
  167. zip -r9 macos.zip macos_template.app
  168. Cross-compiling for macOS from Linux
  169. ------------------------------------
  170. It is possible to compile for macOS in a Linux environment (and maybe also in
  171. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  172. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  173. as a target. First, follow the instructions to install it:
  174. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  175. somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:
  176. ::
  177. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  178. 1. Follow the instructions to package the SDK:
  179. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  180. 2. Follow the instructions to install OSXCross:
  181. https://github.com/tpoechtrager/osxcross#installation
  182. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  183. the OSXCross installation (the same place where you cloned the
  184. repository/extracted the zip), e.g.:
  185. ::
  186. export OSXCROSS_ROOT="$HOME/osxcross"
  187. Now you can compile with SCons like you normally would:
  188. ::
  189. scons platform=macos
  190. 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:
  191. ::
  192. scons platform=macos osxcross_sdk=darwin15
  193. Troubleshooting
  194. ---------------
  195. Fatal error: 'cstdint' file not found
  196. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  197. If you get a compilation error of this form early on, it's likely because
  198. the Xcode command line tools installation needs to be repaired after
  199. a macOS or Xcode update:
  200. .. code:: text
  201. ./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
  202. 45 | #include <cstdint>
  203. | ^~~~~~~~~
  204. Run these two commands to reinstall Xcode command line tools
  205. (enter your administrator password as needed):
  206. ::
  207. sudo rm -rf /Library/Developer/CommandLineTools
  208. sudo xcode-select --install
  209. If it still does not work, try updating Xcode from the Mac App Store and try again.