compiling_for_osx.rst 7.0 KB

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  1. .. _doc_compiling_for_osx:
  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 3.5+ <https://www.python.org>`_.
  12. - `SCons 3.0+ <https://www.scons.org>`_ build system.
  13. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
  14. (or the more lightweight Command Line Tools for Xcode).
  15. - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
  16. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  17. install SCons and yasm using the following command::
  18. brew install scons yasm
  19. Installing Homebrew will also fetch the Command Line Tools
  20. for Xcode automatically if you don't have them already.
  21. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  22. installed, you can easily install SCons and yasm using the
  23. following command::
  24. sudo port install scons yasm
  25. .. seealso:: To get the Godot source code for compiling, see
  26. :ref:`doc_getting_source`.
  27. For a general overview of SCons usage for Godot, see
  28. :ref:`doc_introduction_to_the_buildsystem`.
  29. Compiling
  30. ---------
  31. Start a terminal, go to the root directory of the engine source code.
  32. To compile for Intel (x86-64) powered Macs, use::
  33. scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  34. To compile for Apple Silicon (ARM64) powered Macs, use::
  35. scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  36. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  37. lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
  38. If all goes well, the resulting binary executable will be placed in the
  39. ``bin/`` subdirectory. This executable file contains the whole engine and
  40. runs without any dependencies. Executing it will bring up the project
  41. manager.
  42. .. note:: If you want to use separate editor settings for your own Godot builds
  43. and official releases, you can enable
  44. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  45. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  46. To create an ``.app`` bundle like in the official builds, you need to use the
  47. template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
  48. editor binary built with ``target=release_debug``::
  49. cp -r misc/dist/osx_tools.app ./Godot.app
  50. mkdir -p Godot.app/Contents/MacOS
  51. cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
  52. chmod +x Godot.app/Contents/MacOS/Godot
  53. Compiling a headless/server build
  54. ---------------------------------
  55. To compile a *headless* build which provides editor functionality to export
  56. projects in an automated manner, use::
  57. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  58. To compile a debug *server* build which can be used with
  59. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  60. scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  61. To compile a release *server* build which is optimized to run dedicated game servers,
  62. use::
  63. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  64. Building export templates
  65. -------------------------
  66. To build macOS export templates, you have to compile with ``tools=no`` (no
  67. editor) and respectively for ``target=release`` (release template) and
  68. ``target=release_debug``.
  69. Official templates are universal binaries which support both Intel x86_64 and
  70. ARM64 architectures. You can also create export templates that support only one
  71. of those two architectures by leaving out the ``lipo`` step below.
  72. - For Intel x86_64::
  73. scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  74. scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  75. - For ARM64 (Apple M1)::
  76. scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  77. scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  78. To support both architectures in a single "Universal 2" binary, run the above
  79. two commands blocks and then use ``lipo`` to bundle them together::
  80. lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
  81. lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
  82. To create an ``.app`` bundle like in the official builds, you need to use the
  83. template located in ``misc/dist/osx_template.app``. The release and debug
  84. builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
  85. ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
  86. with the following commands (assuming a universal build, otherwise replace the
  87. ``.universal`` extension with the one of your arch-specific binaries)::
  88. cp -r misc/dist/osx_template.app .
  89. mkdir -p osx_template.app/Contents/MacOS
  90. cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
  91. cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
  92. chmod +x osx_template.app/Contents/MacOS/godot_osx*
  93. You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
  94. template from the official Godot distribution::
  95. zip -q -9 -r osx.zip osx_template.app
  96. Cross-compiling for macOS from Linux
  97. ------------------------------------
  98. It is possible to compile for macOS in a Linux environment (and maybe also in
  99. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  100. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  101. as a target. First, follow the instructions to install it:
  102. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  103. somewhere on your machine (or download a ZIP file and extract it somewhere),
  104. e.g.::
  105. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  106. 1. Follow the instructions to package the SDK:
  107. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  108. 2. Follow the instructions to install OSXCross:
  109. https://github.com/tpoechtrager/osxcross#installation
  110. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  111. the OSXCross installation (the same place where you cloned the
  112. repository/extracted the zip), e.g.::
  113. export OSXCROSS_ROOT="$HOME/osxcross"
  114. Now you can compile with SCons like you normally would::
  115. scons platform=osx
  116. 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::
  117. scons platform=osx osxcross_sdk=darwin15