compiling_for_osx.rst 4.7 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. .. 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. If you are building the ``master`` branch, additionally copy the Vulkan library::
  52. mkdir -p Godot.app/Contents/Frameworks
  53. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  54. Compiling a headless/server build
  55. ---------------------------------
  56. To compile a *headless* build which provides editor functionality to export
  57. projects in an automated manner, use::
  58. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  59. To compile a *server* build which is optimized to run dedicated game servers,
  60. use::
  61. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  62. Cross-compiling for macOS from Linux
  63. ------------------------------------
  64. It is possible to compile for macOS in a Linux environment (and maybe also in
  65. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  66. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  67. as a target. First, follow the instructions to install it:
  68. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  69. somewhere on your machine (or download a ZIP file and extract it somewhere),
  70. e.g.::
  71. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  72. 1. Follow the instructions to package the SDK:
  73. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  74. 2. Follow the instructions to install OSXCross:
  75. https://github.com/tpoechtrager/osxcross#installation
  76. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  77. the OSXCross installation (the same place where you cloned the
  78. repository/extracted the zip), e.g.::
  79. export OSXCROSS_ROOT="$HOME/osxcross"
  80. Now you can compile with SCons like you normally would::
  81. scons platform=osx
  82. 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::
  83. scons platform=osx osxcross_sdk=darwin15