compiling_for_macos.rst 8.1 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 3.8+ <https://www.python.org/downloads/macos/>`_.
  12. - `SCons 4.0+ <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. - `Vulkan SDK <https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg>`_
  16. for MoltenVK (macOS doesn't support Vulkan out of the box).
  17. The latest Vulkan SDK version can be installed quickly by running
  18. ``misc/scripts/install_vulkan_sdk_macos.sh`` within the Godot source repository.
  19. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  20. install SCons using the following command::
  21. brew install scons
  22. Installing Homebrew will also fetch the Command Line Tools
  23. for Xcode automatically if you don't have them already.
  24. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  25. installed, you can easily install SCons using the
  26. following command::
  27. sudo port install scons
  28. .. seealso:: To get the Godot source code for compiling, see
  29. :ref:`doc_getting_source`.
  30. For a general overview of SCons usage for Godot, see
  31. :ref:`doc_introduction_to_the_buildsystem`.
  32. Compiling
  33. ---------
  34. Start a terminal, go to the root directory of the engine source code.
  35. To compile for Intel (x86-64) powered Macs, use::
  36. scons platform=macos arch=x86_64
  37. To compile for Apple Silicon (ARM64) powered Macs, use::
  38. scons platform=macos arch=arm64
  39. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  40. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  41. .. tip::
  42. If you are compiling Godot to make changes or contribute to the engine,
  43. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  44. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  45. for more info.
  46. If all goes well, the resulting binary executable will be placed in the
  47. ``bin/`` subdirectory. This executable file contains the whole engine and
  48. runs without any dependencies. Executing it will bring up the Project
  49. Manager.
  50. .. note:: If you want to use separate editor settings for your own Godot builds
  51. and official releases, you can enable
  52. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  53. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  54. To create an ``.app`` bundle like in the official builds, you need to use the
  55. template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  56. editor binary built with ``dev_build=yes``::
  57. cp -r misc/dist/macos_tools.app ./Godot.app
  58. mkdir -p Godot.app/Contents/MacOS
  59. cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
  60. chmod +x Godot.app/Contents/MacOS/Godot
  61. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
  62. .. note::
  63. If you are building the ``master`` branch, you also need to include support
  64. for the MoltenVK Vulkan portability library. By default, it will be linked
  65. statically from your installation of the Vulkan SDK for macOS.
  66. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  67. including the dynamic library in your ``.app`` bundle::
  68. mkdir -p Godot.app/Contents/Frameworks
  69. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  70. Running a headless/server build
  71. -------------------------------
  72. To run in *headless* mode which provides editor functionality to export
  73. projects in an automated manner, use the normal build::
  74. scons platform=macos target=editor
  75. And then use the ``--headless`` command line argument::
  76. ./bin/godot.macos.editor.x86_64 --headless
  77. To compile a debug *server* build which can be used with
  78. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  79. scons platform=macos target=template_debug
  80. To compile a release *server* build which is optimized to run dedicated game servers,
  81. use::
  82. scons platform=macos target=template_release production=yes
  83. Building export templates
  84. -------------------------
  85. To build macOS export templates, you have to compile using the targets without
  86. the editor: ``target=template_release`` (release template) and
  87. ``target=template_debug``.
  88. Official templates are *Universal 2* binaries which support both ARM64 and Intel
  89. x86_64 architectures.
  90. - To support ARM64 (Apple Silicon) + Intel x86_64::
  91. scons platform=macos target=template_debug arch=arm64
  92. scons platform=macos target=template_release arch=arm64
  93. scons platform=macos target=template_debug arch=x86_64
  94. scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
  95. - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::
  96. scons platform=macos target=template_debug arch=arm64
  97. scons platform=macos target=template_release arch=arm64 generate_bundle=yes
  98. To create an ``.app`` bundle like in the official builds, you need to use the
  99. template located in ``misc/dist/macos_template.app``. This process can be automated by using
  100. the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
  101. (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
  102. an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
  103. .. note::
  104. You also need to include support for the MoltenVK Vulkan portability
  105. library. By default, it will be linked statically from your installation of
  106. the Vulkan SDK for macOS. You can also choose to link it dynamically by
  107. passing ``use_volk=yes`` and including the dynamic library in your ``.app``
  108. bundle::
  109. mkdir -p macos_template.app/Contents/Frameworks
  110. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  111. In most cases, static linking should be preferred as it makes distribution
  112. easier. The main upside of dynamic linking is that it allows updating
  113. MoltenVK without having to recompile export templates.
  114. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  115. template from the official Godot distribution::
  116. zip -r9 macos.zip macos_template.app
  117. Cross-compiling for macOS from Linux
  118. ------------------------------------
  119. It is possible to compile for macOS in a Linux environment (and maybe also in
  120. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  121. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  122. as a target. First, follow the instructions to install it:
  123. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  124. somewhere on your machine (or download a ZIP file and extract it somewhere),
  125. e.g.::
  126. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  127. 1. Follow the instructions to package the SDK:
  128. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  129. 2. Follow the instructions to install OSXCross:
  130. https://github.com/tpoechtrager/osxcross#installation
  131. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  132. the OSXCross installation (the same place where you cloned the
  133. repository/extracted the zip), e.g.::
  134. export OSXCROSS_ROOT="$HOME/osxcross"
  135. Now you can compile with SCons like you normally would::
  136. scons platform=macos
  137. 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::
  138. scons platform=macos osxcross_sdk=darwin15