compiling_for_osx.rst 6.7 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. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  19. installed, you can easily install SCons and yasm using the
  20. following command::
  21. sudo port install scons yasm
  22. .. seealso:: For a general overview of SCons usage for Godot, see
  23. :ref:`doc_introduction_to_the_buildsystem`.
  24. Compiling
  25. ---------
  26. Start a terminal, go to the root directory of the engine source code.
  27. To compile for Intel (x86-64) powered Macs, use::
  28. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  29. To compile for Apple Silicon (ARM64) powered Macs, use::
  30. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  31. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  32. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  33. If all goes well, the resulting binary executable will be placed in the
  34. ``bin/`` subdirectory. This executable file contains the whole engine and
  35. runs without any dependencies. Executing it will bring up the project
  36. manager.
  37. .. note:: If you want to use separate editor settings for your own Godot builds
  38. and official releases, you can enable
  39. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  40. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  41. To create an ``.app`` bundle like in the official builds, you need to use the
  42. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  43. editor binary built with ``target=release_debug``::
  44. cp -r misc/dist/osx_tools.app ./Godot.app
  45. mkdir -p Godot.app/Contents/MacOS
  46. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  47. chmod +x Godot.app/Contents/MacOS/Godot
  48. Compiling a headless/server build
  49. ---------------------------------
  50. To compile a *headless* build which provides editor functionality to export
  51. projects in an automated manner, use::
  52. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  53. To compile a debug *server* build which can be used with
  54. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  55. scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  56. To compile a release *server* build which is optimized to run dedicated game servers,
  57. use::
  58. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  59. Building export templates
  60. -------------------------
  61. To build macOS export templates, you have to compile with ``tools=no`` (no
  62. editor) and respectively for ``target=release`` (release template) and
  63. ``target=release_debug``.
  64. Official templates are universal binaries which support both Intel x86_64 and
  65. ARM64 architectures. You can also create export templates that support only one
  66. of those two architectures by leaving out the ``lipo`` step below.
  67. - For Intel x86_64::
  68. scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  69. scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  70. - For ARM64 (Apple M1)::
  71. scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  72. scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  73. To support both architectures in a single "Universal 2" binary, run the above
  74. two commands blocks and then use ``lipo`` to bundle them together::
  75. lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
  76. lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
  77. To create an ``.app`` bundle like in the official builds, you need to use the
  78. template located in ``misc/dist/osx_template.app``. The release and debug
  79. builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
  80. ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
  81. with the following commands (assuming a universal build, otherwise replace the
  82. ``.universal`` extension with the one of your arch-specific binaries)::
  83. cp -r misc/dist/osx_template.app .
  84. mkdir -p osx_template.app/Contents/MacOS
  85. cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
  86. cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
  87. chmod +x osx_template.app/Contents/MacOS/godot_osx*
  88. You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
  89. template from the official Godot distribution::
  90. zip -q -9 -r osx.zip osx_template.app
  91. Cross-compiling for macOS from Linux
  92. ------------------------------------
  93. It is possible to compile for macOS in a Linux environment (and maybe also in
  94. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  95. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  96. as a target. First, follow the instructions to install it:
  97. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  98. somewhere on your machine (or download a ZIP file and extract it somewhere),
  99. e.g.::
  100. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  101. 1. Follow the instructions to package the SDK:
  102. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  103. 2. Follow the instructions to install OSXCross:
  104. https://github.com/tpoechtrager/osxcross#installation
  105. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  106. the OSXCross installation (the same place where you cloned the
  107. repository/extracted the zip), e.g.::
  108. export OSXCROSS_ROOT="$HOME/osxcross"
  109. Now you can compile with SCons like you normally would::
  110. scons platform=osx
  111. 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::
  112. scons platform=osx osxcross_sdk=darwin15