compiling_for_macos.rst 8.8 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 3.6+ <https://www.python.org/downloads/macos/>`_.
  12. - `SCons 3.0+ <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. .. 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:: To get the Godot source code for compiling, see
  27. :ref:`doc_getting_source`.
  28. For a general overview of SCons usage for Godot, see
  29. :ref:`doc_introduction_to_the_buildsystem`.
  30. Compiling
  31. ---------
  32. Start a terminal, go to the root directory of the engine source code.
  33. To compile for Intel (x86-64) powered Macs, use::
  34. scons platform=macos arch=x86_64
  35. To compile for Apple Silicon (ARM64) powered Macs, use::
  36. scons platform=macos arch=arm64
  37. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  38. lipo -create bin/godot.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.tools.universal
  39. If all goes well, the resulting binary executable will be placed in the
  40. ``bin/`` subdirectory. This executable file contains the whole engine and
  41. runs without any dependencies. Executing it will bring up the Project
  42. Manager.
  43. .. note:: If you want to use separate editor settings for your own Godot builds
  44. and official releases, you can enable
  45. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  46. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  47. To create an ``.app`` bundle like in the official builds, you need to use the
  48. template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  49. editor binary built with ``target=release_debug``::
  50. cp -r misc/dist/macos_tools.app ./Godot.app
  51. mkdir -p Godot.app/Contents/MacOS
  52. cp bin/godot.macos.opt.tools.universal Godot.app/Contents/MacOS/Godot
  53. chmod +x Godot.app/Contents/MacOS/Godot
  54. .. note::
  55. If you are building the ``master`` branch, you also need to include support
  56. for the MoltenVK Vulkan portability library. By default, it will be linked
  57. statically from your installation of the Vulkan SDK for macOS.
  58. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  59. including the dynamic library in your ``.app`` bundle::
  60. mkdir -p Godot.app/Contents/Frameworks
  61. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  62. Running a headless/server build
  63. -------------------------------
  64. To run in *headless* mode which provides editor functionality to export
  65. projects in an automated manner, use the normal build::
  66. scons platform=macos target=editor
  67. And then use the ``--headless`` command line argument::
  68. ./bin/godot.macos.editor.x86_64 --headless
  69. To compile a debug *server* build which can be used with
  70. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  71. scons platform=macos target=template_debug
  72. To compile a release *server* build which is optimized to run dedicated game servers,
  73. use::
  74. scons platform=macos target=template_release production=yes
  75. Building export templates
  76. -------------------------
  77. To build macOS export templates, you have to compile using the targets without
  78. the editor: ``target=template_release`` (release template) and
  79. ``target=template_debug``.
  80. Official templates are universal binaries which support both Intel x86_64 and
  81. ARM64 architectures. You can also create export templates that support only one
  82. of those two architectures by leaving out the ``lipo`` step below.
  83. - For Intel x86_64::
  84. scons platform=macos target=template_release arch=x86_64
  85. scons platform=macos target=template_debug arch=x86_64
  86. - For ARM64 (Apple M1)::
  87. scons platform=macos target=template_release arch=arm64
  88. scons platform=macos target=template_debug arch=arm64
  89. To support both architectures in a single "Universal 2" binary, run the above
  90. two commands blocks and then use ``lipo`` to bundle them together::
  91. lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
  92. lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
  93. To create an ``.app`` bundle like in the official builds, you need to use the
  94. template located in ``misc/dist/macos_template.app``. The release and debug
  95. builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
  96. ``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so
  97. with the following commands (assuming a universal build, otherwise replace the
  98. ``.universal`` extension with the one of your arch-specific binaries)::
  99. cp -r misc/dist/macos_template.app .
  100. mkdir -p macos_template.app/Contents/MacOS
  101. cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
  102. cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
  103. chmod +x macos_template.app/Contents/MacOS/godot_macos*
  104. .. note::
  105. If you are building the ``master`` branch, you also need to include support
  106. for the MoltenVK Vulkan portability library. By default, it will be linked
  107. statically from your installation of the Vulkan SDK for macOS.
  108. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  109. including the dynamic library in your ``.app`` bundle::
  110. mkdir -p macos_template.app/Contents/Frameworks
  111. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  112. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  113. template from the official Godot distribution::
  114. zip -q -9 -r macos.zip macos_template.app
  115. Using Pyston for faster development
  116. -----------------------------------
  117. You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a
  118. JIT-enabled implementation of the Python language (which SCons is written in).
  119. Its "full" version is currently only compatible with Linux, but Pyston-lite is
  120. also compatible with macOS (both x86 and ARM). Pyston can speed up incremental
  121. builds significantly, often by a factor between 1.5× and 2×. Pyston can be
  122. combined with alternative linkers such as LLD or Mold to get even faster builds.
  123. To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` then
  124. run SCons as usual. This will automatically load a subset of Pyston's
  125. optimizations in any Python program you run. However, this won't bring as much
  126. of a performance improvement compared to installing "full" Pyston (which
  127. currently can't be done on macOS).
  128. Cross-compiling for macOS from Linux
  129. ------------------------------------
  130. It is possible to compile for macOS in a Linux environment (and maybe also in
  131. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  132. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  133. as a target. First, follow the instructions to install it:
  134. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  135. somewhere on your machine (or download a ZIP file and extract it somewhere),
  136. e.g.::
  137. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  138. 1. Follow the instructions to package the SDK:
  139. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  140. 2. Follow the instructions to install OSXCross:
  141. https://github.com/tpoechtrager/osxcross#installation
  142. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  143. the OSXCross installation (the same place where you cloned the
  144. repository/extracted the zip), e.g.::
  145. export OSXCROSS_ROOT="$HOME/osxcross"
  146. Now you can compile with SCons like you normally would::
  147. scons platform=macos
  148. 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::
  149. scons platform=macos osxcross_sdk=darwin15