compiling_for_macos.rst 9.4 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. ::
  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. ::
  29. sudo port install scons
  30. .. seealso:: To get the Godot source code for compiling, see
  31. :ref:`doc_getting_source`.
  32. For a general overview of SCons usage for Godot, see
  33. :ref:`doc_introduction_to_the_buildsystem`.
  34. Compiling
  35. ---------
  36. Start a terminal, go to the root directory of the engine source code.
  37. To compile for Intel (x86-64) powered Macs, use:
  38. ::
  39. scons platform=macos arch=x86_64
  40. To compile for Apple Silicon (ARM64) powered Macs, use:
  41. ::
  42. scons platform=macos arch=arm64
  43. .. tip::
  44. If you are compiling Godot to make changes or contribute to the engine,
  45. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  46. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  47. for more info.
  48. If all goes well, the resulting binary executable will be placed in the
  49. ``bin/`` subdirectory. This executable file contains the whole engine and
  50. runs without any dependencies. Executing it will bring up the Project
  51. Manager.
  52. .. note:: Using a standalone editor executable is not recommended, it should be always packaged into a
  53. ``.app`` bundle to avoid UI activation issues.
  54. .. note:: If you want to use separate editor settings for your own Godot builds
  55. and official releases, you can enable
  56. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  57. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  58. Automatic ``.app`` bundle creation
  59. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  60. To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
  61. SCons command used to build editor:
  62. ::
  63. scons platform=macos arch=x86_64
  64. scons platform=macos arch=arm64 generate_bundle=yes
  65. Manual ``.app`` bundle creation
  66. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  67. To support both architectures in a single "Universal 2" binary,
  68. run the above two commands and then use ``lipo`` to bundle them together:
  69. ::
  70. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  71. To create a ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  72. editor binary built with ``dev_build=yes``:
  73. ::
  74. cp -r misc/dist/macos_tools.app ./bin/Godot.app
  75. mkdir -p bin/Godot.app/Contents/MacOS
  76. cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
  77. chmod +x bin/Godot.app/Contents/MacOS/Godot
  78. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/Godot.app
  79. .. note::
  80. If you are building the ``master`` branch, you also need to include support
  81. for the MoltenVK Vulkan portability library. By default, it will be linked
  82. statically from your installation of the Vulkan SDK for macOS.
  83. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  84. including the dynamic library in your ``.app`` bundle:
  85. ::
  86. mkdir -p <Godot bundle name>.app/Contents/Frameworks
  87. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib
  88. Running a headless/server build
  89. -------------------------------
  90. To run in *headless* mode which provides editor functionality to export
  91. projects in an automated manner, use the normal build:
  92. ::
  93. scons platform=macos target=editor
  94. And then use the ``--headless`` command line argument:
  95. ::
  96. ./bin/godot.macos.editor.x86_64 --headless
  97. To compile a debug *server* build which can be used with
  98. :ref:`remote debugging tools <doc_command_line_tutorial>`, use:
  99. ::
  100. scons platform=macos target=template_debug
  101. To compile a release *server* build which is optimized to run dedicated game servers, use:
  102. ::
  103. scons platform=macos target=template_release production=yes
  104. Building export templates
  105. -------------------------
  106. To build macOS export templates, you have to compile using the targets without
  107. the editor: ``target=template_release`` (release template) and
  108. ``target=template_debug``.
  109. Official templates are *Universal 2* binaries which support both ARM64 and Intel
  110. x86_64 architectures.
  111. - To support ARM64 (Apple Silicon) + Intel x86_64:
  112. ::
  113. scons platform=macos target=template_debug arch=arm64
  114. scons platform=macos target=template_release arch=arm64
  115. scons platform=macos target=template_debug arch=x86_64
  116. scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
  117. - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware):
  118. ::
  119. scons platform=macos target=template_debug arch=arm64
  120. scons platform=macos target=template_release arch=arm64 generate_bundle=yes
  121. To create a ``.app`` bundle like in the official builds, you need to use the
  122. template located in ``misc/dist/macos_template.app``. This process can be automated by using
  123. the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
  124. (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
  125. a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
  126. .. note::
  127. You also need to include support for the MoltenVK Vulkan portability
  128. library. By default, it will be linked statically from your installation of
  129. the Vulkan SDK for macOS. You can also choose to link it dynamically by
  130. passing ``use_volk=yes`` and including the dynamic library in your ``.app``
  131. bundle:
  132. ::
  133. mkdir -p macos_template.app/Contents/Frameworks
  134. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  135. In most cases, static linking should be preferred as it makes distribution
  136. easier. The main upside of dynamic linking is that it allows updating
  137. MoltenVK without having to recompile export templates.
  138. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  139. template from the official Godot distribution:
  140. ::
  141. zip -r9 macos.zip macos_template.app
  142. Cross-compiling for macOS from Linux
  143. ------------------------------------
  144. It is possible to compile for macOS in a Linux environment (and maybe also in
  145. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  146. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  147. as a target. First, follow the instructions to install it:
  148. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  149. somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:
  150. ::
  151. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  152. 1. Follow the instructions to package the SDK:
  153. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  154. 2. Follow the instructions to install OSXCross:
  155. https://github.com/tpoechtrager/osxcross#installation
  156. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  157. the OSXCross installation (the same place where you cloned the
  158. repository/extracted the zip), e.g.:
  159. ::
  160. export OSXCROSS_ROOT="$HOME/osxcross"
  161. Now you can compile with SCons like you normally would:
  162. ::
  163. scons platform=macos
  164. 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:
  165. ::
  166. scons platform=macos osxcross_sdk=darwin15
  167. Troubleshooting
  168. ---------------
  169. Fatal error: 'cstdint' file not found
  170. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  171. If you get a compilation error of this form early on, it's likely because
  172. the Xcode command line tools installation needs to be repaired after
  173. a macOS or Xcode update:
  174. .. code:: text
  175. ./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
  176. 45 | #include <cstdint>
  177. | ^~~~~~~~~
  178. Run these two commands to reinstall Xcode command line tools
  179. (enter your administrator password as needed):
  180. ::
  181. sudo rm -rf /Library/Developer/CommandLineTools
  182. sudo xcode-select --install
  183. If it still does not work, try updating Xcode from the Mac App Store and try again.