compiling_for_osx.rst 7.5 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. .. important::
  14. If you are building the ``master`` branch, download and install the
  15. `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__.
  16. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  17. install SCons and yasm using the following command::
  18. brew install scons yasm
  19. Installing Homebrew will also fetch the Command Line Tools
  20. for Xcode automatically if you don't have them already.
  21. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  22. installed, you can easily install SCons and yasm using the
  23. following command::
  24. sudo port install scons yasm
  25. .. seealso:: For a general overview of SCons usage for Godot, see
  26. :ref:`doc_introduction_to_the_buildsystem`.
  27. Compiling
  28. ---------
  29. Start a terminal, go to the root directory of the engine source code.
  30. To compile for Intel (x86-64) powered Macs, use::
  31. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  32. To compile for Apple Silicon (ARM64) powered Macs, use::
  33. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  34. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  35. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  36. If all goes well, the resulting binary executable will be placed in the
  37. ``bin/`` subdirectory. This executable file contains the whole engine and
  38. runs without any dependencies. Executing it will bring up the project
  39. manager.
  40. .. note:: If you want to use separate editor settings for your own Godot builds
  41. and official releases, you can enable
  42. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  43. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  44. To create an ``.app`` bundle like in the official builds, you need to use the
  45. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  46. editor binary built with ``target=release_debug``::
  47. cp -r misc/dist/osx_tools.app ./Godot.app
  48. mkdir -p Godot.app/Contents/MacOS
  49. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  50. chmod +x Godot.app/Contents/MacOS/Godot
  51. .. note::
  52. If you are building the ``master`` branch, you also need to include support
  53. for the MoltenVK Vulkan portability library. You can do so either by
  54. building it statically with ``use_static_mvk=yes``, or by including the
  55. dynamic library in your ``.app`` bundle::
  56. mkdir -p Godot.app/Contents/Frameworks
  57. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  58. Compiling a headless/server build
  59. ---------------------------------
  60. To compile a *headless* build which provides editor functionality to export
  61. projects in an automated manner, use::
  62. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  63. To compile a *server* build which is optimized to run dedicated game servers,
  64. use::
  65. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  66. Building export templates
  67. -------------------------
  68. To build macOS export templates, you have to compile with ``tools=no`` (no
  69. editor) and respectively for ``target=release`` (release template) and
  70. ``target=release_debug``.
  71. Official templates are universal binaries which support both Intel x86_64 and
  72. ARM64 architectures. You can also create export templates that support only one
  73. of those two architectures by leaving out the ``lipo`` step below.
  74. - For Intel x86_64::
  75. scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  76. scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  77. - For ARM64 (Apple M1)::
  78. scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  79. scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  80. To support both architectures in a single "Universal 2" binary, run the above
  81. two commands blocks and then use ``lipo`` to bundle them together::
  82. lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
  83. lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
  84. To create an ``.app`` bundle like in the official builds, you need to use the
  85. template located in ``misc/dist/osx_template.app``. The release and debug
  86. builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
  87. ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
  88. with the following commands (assuming a universal build, otherwise replace the
  89. ``.universal`` extension with the one of your arch-specific binaries)::
  90. cp -r misc/dist/osx_template.app .
  91. mkdir -p osx_template.app/Contents/MacOS
  92. cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
  93. cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
  94. chmod +x Godot.app/Contents/MacOS/godot_osx*
  95. .. note::
  96. If you are building the ``master`` branch, you also need to include support
  97. for the MoltenVK Vulkan portability library. You can do so either by
  98. building it statically with ``use_static_mvk=yes``, or by including the
  99. dynamic library in your ``.app`` bundle::
  100. mkdir -p osx_template.app/Contents/Frameworks
  101. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
  102. You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
  103. template from the official Godot distribution::
  104. zip -q -9 -r osx.zip osx_template.app
  105. Cross-compiling for macOS from Linux
  106. ------------------------------------
  107. It is possible to compile for macOS in a Linux environment (and maybe also in
  108. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  109. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  110. as a target. First, follow the instructions to install it:
  111. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  112. somewhere on your machine (or download a ZIP file and extract it somewhere),
  113. e.g.::
  114. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  115. 1. Follow the instructions to package the SDK:
  116. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  117. 2. Follow the instructions to install OSXCross:
  118. https://github.com/tpoechtrager/osxcross#installation
  119. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  120. the OSXCross installation (the same place where you cloned the
  121. repository/extracted the zip), e.g.::
  122. export OSXCROSS_ROOT="$HOME/osxcross"
  123. Now you can compile with SCons like you normally would::
  124. scons platform=osx
  125. 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::
  126. scons platform=osx osxcross_sdk=darwin15