compiling_for_macos.rst 7.9 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 3.1.2+ <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. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  18. install SCons using the following command::
  19. brew install scons
  20. Installing Homebrew will also fetch the Command Line Tools
  21. for Xcode automatically if you don't have them already.
  22. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  23. installed, you can easily install SCons using the
  24. following command::
  25. sudo port install scons
  26. .. seealso:: To get the Godot source code for compiling, see
  27. :ref:`doc_getting_source`.
  28. For a general overview of SCons usage for Godot, see
  29. :ref:`doc_introduction_to_the_buildsystem`.
  30. Compiling
  31. ---------
  32. Start a terminal, go to the root directory of the engine source code.
  33. To compile for Intel (x86-64) powered Macs, use::
  34. scons platform=macos arch=x86_64
  35. To compile for Apple Silicon (ARM64) powered Macs, use::
  36. scons platform=macos arch=arm64
  37. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  38. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  39. .. tip::
  40. If you are compiling Godot to make changes or contribute to the engine,
  41. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  42. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  43. for more info.
  44. If all goes well, the resulting binary executable will be placed in the
  45. ``bin/`` subdirectory. This executable file contains the whole engine and
  46. runs without any dependencies. Executing it will bring up the Project
  47. Manager.
  48. .. note:: If you want to use separate editor settings for your own Godot builds
  49. and official releases, you can enable
  50. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  51. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  52. To create an ``.app`` bundle like in the official builds, you need to use the
  53. template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  54. editor binary built with ``dev_build=yes``::
  55. cp -r misc/dist/macos_tools.app ./Godot.app
  56. mkdir -p Godot.app/Contents/MacOS
  57. cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
  58. chmod +x Godot.app/Contents/MacOS/Godot
  59. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
  60. .. note::
  61. If you are building the ``master`` branch, you also need to include support
  62. for the MoltenVK Vulkan portability library. By default, it will be linked
  63. statically from your installation of the Vulkan SDK for macOS.
  64. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  65. including the dynamic library in your ``.app`` bundle::
  66. mkdir -p Godot.app/Contents/Frameworks
  67. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  68. Running a headless/server build
  69. -------------------------------
  70. To run in *headless* mode which provides editor functionality to export
  71. projects in an automated manner, use the normal build::
  72. scons platform=macos target=editor
  73. And then use the ``--headless`` command line argument::
  74. ./bin/godot.macos.editor.x86_64 --headless
  75. To compile a debug *server* build which can be used with
  76. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  77. scons platform=macos target=template_debug
  78. To compile a release *server* build which is optimized to run dedicated game servers,
  79. use::
  80. scons platform=macos target=template_release production=yes
  81. Building export templates
  82. -------------------------
  83. To build macOS export templates, you have to compile using the targets without
  84. the editor: ``target=template_release`` (release template) and
  85. ``target=template_debug``.
  86. Official templates are *Universal 2* binaries which support both ARM64 and Intel
  87. x86_64 architectures.
  88. - To support ARM64 (Apple Silicon) + Intel x86_64::
  89. scons platform=macos target=template_debug arch=arm64
  90. scons platform=macos target=template_release arch=arm64
  91. scons platform=macos target=template_debug arch=x86_64
  92. scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
  93. - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::
  94. scons platform=macos target=template_debug arch=arm64
  95. scons platform=macos target=template_release arch=arm64 generate_bundle=yes
  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``. This process can be automated by using
  98. the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
  99. (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
  100. an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
  101. .. note::
  102. You also need to include support for the MoltenVK Vulkan portability
  103. library. By default, it will be linked statically from your installation of
  104. the Vulkan SDK for macOS. You can also choose to link it dynamically by
  105. passing ``use_volk=yes`` and including the dynamic library in your ``.app``
  106. bundle::
  107. mkdir -p macos_template.app/Contents/Frameworks
  108. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  109. In most cases, static linking should be preferred as it makes distribution
  110. easier. The main upside of dynamic linking is that it allows updating
  111. MoltenVK without having to recompile export templates.
  112. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  113. template from the official Godot distribution::
  114. zip -r9 macos.zip macos_template.app
  115. Cross-compiling for macOS from Linux
  116. ------------------------------------
  117. It is possible to compile for macOS in a Linux environment (and maybe also in
  118. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  119. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  120. as a target. First, follow the instructions to install it:
  121. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  122. somewhere on your machine (or download a ZIP file and extract it somewhere),
  123. e.g.::
  124. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  125. 1. Follow the instructions to package the SDK:
  126. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  127. 2. Follow the instructions to install OSXCross:
  128. https://github.com/tpoechtrager/osxcross#installation
  129. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  130. the OSXCross installation (the same place where you cloned the
  131. repository/extracted the zip), e.g.::
  132. export OSXCROSS_ROOT="$HOME/osxcross"
  133. Now you can compile with SCons like you normally would::
  134. scons platform=macos
  135. 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::
  136. scons platform=macos osxcross_sdk=darwin15