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- .. _doc_compiling_for_osx:
- 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 3.5+ <https://www.python.org>`_.
- - `SCons 3.0+ <https://www.scons.org>`_ build system.
- - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
- (or the more lightweight Command Line Tools for Xcode).
- - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
- .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
- install SCons and yasm using the following command::
- brew install scons yasm
- 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 and yasm using the
- following command::
- sudo port install scons yasm
- .. 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=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
- To compile for Apple Silicon (ARM64) powered Macs, use::
- scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
- 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.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
- 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/osx_tools.app``. Typically, for an optimized
- editor binary built with ``target=release_debug``::
- cp -r misc/dist/osx_tools.app ./Godot.app
- mkdir -p Godot.app/Contents/MacOS
- cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
- chmod +x Godot.app/Contents/MacOS/Godot
- Compiling a headless/server build
- ---------------------------------
- To compile a *headless* build which provides editor functionality to export
- projects in an automated manner, use::
- scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
- To compile a debug *server* build which can be used with
- :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
- scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
- To compile a release *server* build which is optimized to run dedicated game servers,
- use::
- scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
- Building export templates
- -------------------------
- To build macOS export templates, you have to compile with ``tools=no`` (no
- editor) and respectively for ``target=release`` (release template) and
- ``target=release_debug``.
- Official templates are universal binaries which support both Intel x86_64 and
- ARM64 architectures. You can also create export templates that support only one
- of those two architectures by leaving out the ``lipo`` step below.
- - For Intel x86_64::
- scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
- scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
- - For ARM64 (Apple M1)::
- scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
- scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
- To support both architectures in a single "Universal 2" binary, run the above
- two commands blocks and then use ``lipo`` to bundle them together::
- lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
- lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
- To create an ``.app`` bundle like in the official builds, you need to use the
- template located in ``misc/dist/osx_template.app``. The release and debug
- builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
- ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
- with the following commands (assuming a universal build, otherwise replace the
- ``.universal`` extension with the one of your arch-specific binaries)::
- cp -r misc/dist/osx_template.app .
- mkdir -p osx_template.app/Contents/MacOS
- cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
- cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
- chmod +x osx_template.app/Contents/MacOS/godot_osx*
- You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
- template from the official Godot distribution::
- zip -q -9 -r osx.zip osx_template.app
- Cross-compiling for macOS from Linux
- ------------------------------------
- It is possible to compile for macOS in a Linux environment (and maybe also in
- Windows using the Windows Subsystem for Linux). For that, you'll need to install
- `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
- as a target. First, follow the instructions to install it:
- Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
- somewhere on your machine (or download a ZIP file and extract it somewhere),
- e.g.::
- git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$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=osx
- 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=osx osxcross_sdk=darwin15
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