compiling_for_macos.rst 8.0 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 3.5+ <https://www.python.org>`_.
  12. - `SCons 3.0+ <https://www.scons.org>`_ build system.
  13. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
  14. (or the more lightweight Command Line Tools for Xcode).
  15. .. warning::
  16. If you are building the ``master`` branch, download and install the
  17. `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__. This
  18. is **required** to compile Godot 4.x, as MoltenVK is used to translate Vulkan
  19. to Metal (macOS doesn't support Vulkan out of the box).
  20. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  21. install SCons using the following command::
  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. sudo port install scons
  29. .. seealso:: To get the Godot source code for compiling, see
  30. :ref:`doc_getting_source`.
  31. For a general overview of SCons usage for Godot, see
  32. :ref:`doc_introduction_to_the_buildsystem`.
  33. Compiling
  34. ---------
  35. Start a terminal, go to the root directory of the engine source code.
  36. To compile for Intel (x86-64) powered Macs, use::
  37. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  38. To compile for Apple Silicon (ARM64) powered Macs, use::
  39. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  40. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  41. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  42. If all goes well, the resulting binary executable will be placed in the
  43. ``bin/`` subdirectory. This executable file contains the whole engine and
  44. runs without any dependencies. Executing it will bring up the project
  45. manager.
  46. .. note:: If you want to use separate editor settings for your own Godot builds
  47. and official releases, you can enable
  48. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  49. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  50. To create an ``.app`` bundle like in the official builds, you need to use the
  51. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  52. editor binary built with ``target=release_debug``::
  53. cp -r misc/dist/osx_tools.app ./Godot.app
  54. mkdir -p Godot.app/Contents/MacOS
  55. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  56. chmod +x Godot.app/Contents/MacOS/Godot
  57. .. note::
  58. If you are building the ``master`` branch, you also need to include support
  59. for the MoltenVK Vulkan portability library. You can do so either by
  60. building it statically with ``use_static_mvk=yes``, or by including the
  61. dynamic library in your ``.app`` bundle::
  62. mkdir -p Godot.app/Contents/Frameworks
  63. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  64. Compiling a headless/server build
  65. ---------------------------------
  66. To compile a *headless* build which provides editor functionality to export
  67. projects in an automated manner, use::
  68. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  69. To compile a debug *server* build which can be used with
  70. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  71. scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  72. To compile a release *server* build which is optimized to run dedicated game servers,
  73. use::
  74. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  75. Building export templates
  76. -------------------------
  77. To build macOS export templates, you have to compile with ``tools=no`` (no
  78. editor) and respectively for ``target=release`` (release template) and
  79. ``target=release_debug``.
  80. Official templates are universal binaries which support both Intel x86_64 and
  81. ARM64 architectures. You can also create export templates that support only one
  82. of those two architectures by leaving out the ``lipo`` step below.
  83. - For Intel x86_64::
  84. scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  85. scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  86. - For ARM64 (Apple M1)::
  87. scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  88. scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  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.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
  92. lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.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/osx_template.app``. The release and debug
  95. builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
  96. ``godot_osx_release.64`` and ``godot_osx_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/osx_template.app .
  100. mkdir -p osx_template.app/Contents/MacOS
  101. cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
  102. cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
  103. chmod +x osx_template.app/Contents/MacOS/godot_osx*
  104. .. note::
  105. If you are building the ``master`` branch, you also need to include support
  106. for the MoltenVK Vulkan portability library. You can do so either by
  107. building it statically with ``use_static_mvk=yes``, or by including the
  108. dynamic library in your ``.app`` bundle::
  109. mkdir -p osx_template.app/Contents/Frameworks
  110. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
  111. You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
  112. template from the official Godot distribution::
  113. zip -q -9 -r osx.zip osx_template.app
  114. Cross-compiling for macOS from Linux
  115. ------------------------------------
  116. It is possible to compile for macOS in a Linux environment (and maybe also in
  117. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  118. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  119. as a target. First, follow the instructions to install it:
  120. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  121. somewhere on your machine (or download a ZIP file and extract it somewhere),
  122. e.g.::
  123. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  124. 1. Follow the instructions to package the SDK:
  125. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  126. 2. Follow the instructions to install OSXCross:
  127. https://github.com/tpoechtrager/osxcross#installation
  128. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  129. the OSXCross installation (the same place where you cloned the
  130. repository/extracted the zip), e.g.::
  131. export OSXCROSS_ROOT="$HOME/osxcross"
  132. Now you can compile with SCons like you normally would::
  133. scons platform=osx
  134. 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::
  135. scons platform=osx osxcross_sdk=darwin15