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- .. _doc_compiling_for_macos:
- Compiling for macOS
- ===================
- .. highlight:: shell
- .. note::
- This page describes how to compile macOS editor and export template binaries from source.
- If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
- Requirements
- ------------
- For compiling under macOS, the following is required:
- - `Python 3.8+ <https://www.python.org/downloads/macos/>`_.
- - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
- - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
- (or the more lightweight Command Line Tools for Xcode).
- - `Vulkan SDK <https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg>`_
- for MoltenVK (macOS doesn't support Vulkan out of the box).
- .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
- install SCons using the following command::
- brew install scons
- Installing Homebrew will also fetch the Command Line Tools
- for Xcode automatically if you don't have them already.
- Similarly, if you have `MacPorts <https://www.macports.org/>`_
- installed, you can easily install SCons using the
- following command::
- sudo port install scons
- .. seealso:: To get the Godot source code for compiling, see
- :ref:`doc_getting_source`.
- For a general overview of SCons usage for Godot, see
- :ref:`doc_introduction_to_the_buildsystem`.
- Compiling
- ---------
- Start a terminal, go to the root directory of the engine source code.
- To compile for Intel (x86-64) powered Macs, use::
- scons platform=macos arch=x86_64
- To compile for Apple Silicon (ARM64) powered Macs, use::
- scons platform=macos arch=arm64
- To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
- lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
- .. tip::
- If you are compiling Godot to make changes or contribute to the engine,
- you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
- See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
- for more info.
- If all goes well, the resulting binary executable will be placed in the
- ``bin/`` subdirectory. This executable file contains the whole engine and
- runs without any dependencies. Executing it will bring up the Project
- Manager.
- .. note:: If you want to use separate editor settings for your own Godot builds
- and official releases, you can enable
- :ref:`doc_data_paths_self_contained_mode` by creating a file called
- ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
- To create an ``.app`` bundle like in the official builds, you need to use the
- template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
- editor binary built with ``dev_build=yes``::
- cp -r misc/dist/macos_tools.app ./Godot.app
- mkdir -p Godot.app/Contents/MacOS
- cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
- chmod +x Godot.app/Contents/MacOS/Godot
- codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
- .. note::
- If you are building the ``master`` branch, you also need to include support
- for the MoltenVK Vulkan portability library. By default, it will be linked
- statically from your installation of the Vulkan SDK for macOS.
- You can also choose to link it dynamically by passing ``use_volk=yes`` and
- including the dynamic library in your ``.app`` bundle::
- mkdir -p Godot.app/Contents/Frameworks
- cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
- Running a headless/server build
- -------------------------------
- To run in *headless* mode which provides editor functionality to export
- projects in an automated manner, use the normal build::
- scons platform=macos target=editor
- And then use the ``--headless`` command line argument::
- ./bin/godot.macos.editor.x86_64 --headless
- To compile a debug *server* build which can be used with
- :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
- scons platform=macos target=template_debug
- To compile a release *server* build which is optimized to run dedicated game servers,
- use::
- scons platform=macos target=template_release production=yes
- Building export templates
- -------------------------
- To build macOS export templates, you have to compile using the targets without
- the editor: ``target=template_release`` (release template) and
- ``target=template_debug``.
- Official templates are *Universal 2* binaries which support both ARM64 and Intel
- x86_64 architectures.
- - To support ARM64 (Apple Silicon) + Intel x86_64::
- scons platform=macos target=template_debug arch=arm64
- scons platform=macos target=template_release arch=arm64
- scons platform=macos target=template_debug arch=x86_64
- scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
- - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::
- scons platform=macos target=template_debug arch=arm64
- scons platform=macos target=template_release arch=arm64 generate_bundle=yes
- To create an ``.app`` bundle like in the official builds, you need to use the
- template located in ``misc/dist/macos_template.app``. This process can be automated by using
- the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
- (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
- an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
- .. note::
- You also need to include support for the MoltenVK Vulkan portability
- library. By default, it will be linked statically from your installation of
- the Vulkan SDK for macOS. You can also choose to link it dynamically by
- passing ``use_volk=yes`` and including the dynamic library in your ``.app``
- bundle::
- mkdir -p macos_template.app/Contents/Frameworks
- cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
- In most cases, static linking should be preferred as it makes distribution
- easier. The main upside of dynamic linking is that it allows updating
- MoltenVK without having to recompile export templates.
- You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
- template from the official Godot distribution::
- zip -r9 macos.zip macos_template.app
- Cross-compiling for macOS from Linux
- ------------------------------------
- It is possible to compile for macOS in a Linux environment (and maybe also in
- Windows using the Windows Subsystem for Linux). For that, you'll need to install
- `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
- as a target. First, follow the instructions to install it:
- Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
- somewhere on your machine (or download a ZIP file and extract it somewhere),
- e.g.::
- git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
- 1. Follow the instructions to package the SDK:
- https://github.com/tpoechtrager/osxcross#packaging-the-sdk
- 2. Follow the instructions to install OSXCross:
- https://github.com/tpoechtrager/osxcross#installation
- After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
- the OSXCross installation (the same place where you cloned the
- repository/extracted the zip), e.g.::
- export OSXCROSS_ROOT="$HOME/osxcross"
- Now you can compile with SCons like you normally would::
- scons platform=macos
- 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::
- scons platform=macos osxcross_sdk=darwin15
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