compiling_for_macos.rst 9.0 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 3.6+ <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. .. 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=macos arch=x86_64
  38. To compile for Apple Silicon (ARM64) powered Macs, use::
  39. scons platform=macos arch=arm64
  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.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.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/macos_tools.app``. Typically, for an optimized
  52. editor binary built with ``target=release_debug``::
  53. cp -r misc/dist/macos_tools.app ./Godot.app
  54. mkdir -p Godot.app/Contents/MacOS
  55. cp bin/godot.macos.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. By default, it will be linked
  60. statically from your installation of the Vulkan SDK for macOS.
  61. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  62. including the dynamic library in your ``.app`` bundle::
  63. mkdir -p Godot.app/Contents/Frameworks
  64. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  65. Running a headless/server build
  66. -------------------------------
  67. To run in *headless* mode which provides editor functionality to export
  68. projects in an automated manner, use the normal build::
  69. scons platform=macos target=editor
  70. And then use the ``--headless`` command line argument::
  71. ./bin/godot.macos.editor.x86_64 --headless
  72. To compile a debug *server* build which can be used with
  73. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  74. scons platform=macos target=template_debug
  75. To compile a release *server* build which is optimized to run dedicated game servers,
  76. use::
  77. scons platform=macos target=template_release production=yes
  78. Building export templates
  79. -------------------------
  80. To build macOS export templates, you have to compile using the targets without
  81. the editor: ``target=template_release`` (release template) and
  82. ``target=template_debug``.
  83. Official templates are universal binaries which support both Intel x86_64 and
  84. ARM64 architectures. You can also create export templates that support only one
  85. of those two architectures by leaving out the ``lipo`` step below.
  86. - For Intel x86_64::
  87. scons platform=macos target=template_release arch=x86_64
  88. scons platform=macos target=template_debug arch=x86_64
  89. - For ARM64 (Apple M1)::
  90. scons platform=macos target=template_release arch=arm64
  91. scons platform=macos target=template_debug arch=arm64
  92. To support both architectures in a single "Universal 2" binary, run the above
  93. two commands blocks and then use ``lipo`` to bundle them together::
  94. lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
  95. lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
  96. To create an ``.app`` bundle like in the official builds, you need to use the
  97. template located in ``misc/dist/macos_template.app``. The release and debug
  98. builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
  99. ``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so
  100. with the following commands (assuming a universal build, otherwise replace the
  101. ``.universal`` extension with the one of your arch-specific binaries)::
  102. cp -r misc/dist/macos_template.app .
  103. mkdir -p macos_template.app/Contents/MacOS
  104. cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
  105. cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
  106. chmod +x macos_template.app/Contents/MacOS/godot_macos*
  107. .. note::
  108. If you are building the ``master`` branch, you also need to include support
  109. for the MoltenVK Vulkan portability library. By default, it will be linked
  110. statically from your installation of the Vulkan SDK for macOS.
  111. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  112. including the dynamic library in your ``.app`` bundle::
  113. mkdir -p macos_template.app/Contents/Frameworks
  114. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  115. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  116. template from the official Godot distribution::
  117. zip -q -9 -r macos.zip macos_template.app
  118. Using Pyston for faster development
  119. -----------------------------------
  120. You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a
  121. JIT-enabled implementation of the Python language (which SCons is written in).
  122. Its "full" version is currently only compatible with Linux, but Pyston-lite is
  123. also compatible with macOS (both x86 and ARM). Pyston can speed up incremental
  124. builds significantly, often by a factor between 1.5× and 2×. Pyston can be
  125. combined with alternative linkers such as LLD or Mold to get even faster builds.
  126. To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` then
  127. run SCons as usual. This will automatically load a subset of Pyston's
  128. optimizations in any Python program you run. However, this won't bring as much
  129. of a performance improvement compared to installing "full" Pyston (which
  130. currently can't be done on macOS).
  131. Cross-compiling for macOS from Linux
  132. ------------------------------------
  133. It is possible to compile for macOS in a Linux environment (and maybe also in
  134. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  135. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  136. as a target. First, follow the instructions to install it:
  137. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  138. somewhere on your machine (or download a ZIP file and extract it somewhere),
  139. e.g.::
  140. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  141. 1. Follow the instructions to package the SDK:
  142. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  143. 2. Follow the instructions to install OSXCross:
  144. https://github.com/tpoechtrager/osxcross#installation
  145. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  146. the OSXCross installation (the same place where you cloned the
  147. repository/extracted the zip), e.g.::
  148. export OSXCROSS_ROOT="$HOME/osxcross"
  149. Now you can compile with SCons like you normally would::
  150. scons platform=macos
  151. 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::
  152. scons platform=macos osxcross_sdk=darwin15