compiling_for_macos.rst 7.6 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. .. important::
  13. If you are building the ``master`` branch, download and install the
  14. `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__.
  15. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  16. install SCons using the following command::
  17. brew install scons
  18. Installing Homebrew will also fetch the Command Line Tools
  19. for Xcode automatically if you don't have them already.
  20. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  21. installed, you can easily install SCons using the
  22. following command::
  23. sudo port install scons
  24. .. seealso:: For a general overview of SCons usage for Godot, see
  25. :ref:`doc_introduction_to_the_buildsystem`.
  26. Compiling
  27. ---------
  28. Start a terminal, go to the root directory of the engine source code.
  29. To compile for Intel (x86-64) powered Macs, use::
  30. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  31. To compile for Apple Silicon (ARM64) powered Macs, use::
  32. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  33. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  34. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  35. If all goes well, the resulting binary executable will be placed in the
  36. ``bin/`` subdirectory. This executable file contains the whole engine and
  37. runs without any dependencies. Executing it will bring up the project
  38. manager.
  39. .. note:: If you want to use separate editor settings for your own Godot builds
  40. and official releases, you can enable
  41. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  42. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  43. To create an ``.app`` bundle like in the official builds, you need to use the
  44. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  45. editor binary built with ``target=release_debug``::
  46. cp -r misc/dist/osx_tools.app ./Godot.app
  47. mkdir -p Godot.app/Contents/MacOS
  48. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  49. chmod +x Godot.app/Contents/MacOS/Godot
  50. .. note::
  51. If you are building the ``master`` branch, you also need to include support
  52. for the MoltenVK Vulkan portability library. You can do so either by
  53. building it statically with ``use_static_mvk=yes``, or by including the
  54. dynamic library in your ``.app`` bundle::
  55. mkdir -p Godot.app/Contents/Frameworks
  56. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  57. Compiling a headless/server build
  58. ---------------------------------
  59. To compile a *headless* build which provides editor functionality to export
  60. projects in an automated manner, use::
  61. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  62. To compile a debug *server* build which can be used with
  63. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  64. scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  65. To compile a release *server* build which is optimized to run dedicated game servers,
  66. use::
  67. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  68. Building export templates
  69. -------------------------
  70. To build macOS export templates, you have to compile with ``tools=no`` (no
  71. editor) and respectively for ``target=release`` (release template) and
  72. ``target=release_debug``.
  73. Official templates are universal binaries which support both Intel x86_64 and
  74. ARM64 architectures. You can also create export templates that support only one
  75. of those two architectures by leaving out the ``lipo`` step below.
  76. - For Intel x86_64::
  77. scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  78. scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  79. - For ARM64 (Apple M1)::
  80. scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  81. scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  82. To support both architectures in a single "Universal 2" binary, run the above
  83. two commands blocks and then use ``lipo`` to bundle them together::
  84. lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
  85. lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
  86. To create an ``.app`` bundle like in the official builds, you need to use the
  87. template located in ``misc/dist/osx_template.app``. The release and debug
  88. builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
  89. ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
  90. with the following commands (assuming a universal build, otherwise replace the
  91. ``.universal`` extension with the one of your arch-specific binaries)::
  92. cp -r misc/dist/osx_template.app .
  93. mkdir -p osx_template.app/Contents/MacOS
  94. cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
  95. cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
  96. chmod +x osx_template.app/Contents/MacOS/godot_osx*
  97. .. note::
  98. If you are building the ``master`` branch, you also need to include support
  99. for the MoltenVK Vulkan portability library. You can do so either by
  100. building it statically with ``use_static_mvk=yes``, or by including the
  101. dynamic library in your ``.app`` bundle::
  102. mkdir -p osx_template.app/Contents/Frameworks
  103. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
  104. You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
  105. template from the official Godot distribution::
  106. zip -q -9 -r osx.zip osx_template.app
  107. Cross-compiling for macOS from Linux
  108. ------------------------------------
  109. It is possible to compile for macOS in a Linux environment (and maybe also in
  110. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  111. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  112. as a target. First, follow the instructions to install it:
  113. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  114. somewhere on your machine (or download a ZIP file and extract it somewhere),
  115. e.g.::
  116. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  117. 1. Follow the instructions to package the SDK:
  118. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  119. 2. Follow the instructions to install OSXCross:
  120. https://github.com/tpoechtrager/osxcross#installation
  121. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  122. the OSXCross installation (the same place where you cloned the
  123. repository/extracted the zip), e.g.::
  124. export OSXCROSS_ROOT="$HOME/osxcross"
  125. Now you can compile with SCons like you normally would::
  126. scons platform=osx
  127. 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::
  128. scons platform=osx osxcross_sdk=darwin15