compiling_for_macos.rst 8.3 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 3.5+ <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. .. warning::
  16. If you are building the ``master`` branch, download and install the
  17. `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__. This
  18. is **required** to compile Godot 4.x, as MoltenVK is used to translate Vulkan
  19. to Metal (macOS doesn't support Vulkan out of the box).
  20. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  21. install SCons using the following command::
  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. sudo port install scons
  29. .. seealso:: To get the Godot source code for compiling, see
  30. :ref:`doc_getting_source`.
  31. For a general overview of SCons usage for Godot, see
  32. :ref:`doc_introduction_to_the_buildsystem`.
  33. Compiling
  34. ---------
  35. Start a terminal, go to the root directory of the engine source code.
  36. To compile for Intel (x86-64) powered Macs, use::
  37. scons platform=macos arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  38. To compile for Apple Silicon (ARM64) powered Macs, use::
  39. scons platform=macos arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  40. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  41. lipo -create bin/godot.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.tools.universal
  42. If all goes well, the resulting binary executable will be placed in the
  43. ``bin/`` subdirectory. This executable file contains the whole engine and
  44. runs without any dependencies. Executing it will bring up the project
  45. manager.
  46. .. note:: If you want to use separate editor settings for your own Godot builds
  47. and official releases, you can enable
  48. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  49. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  50. To create an ``.app`` bundle like in the official builds, you need to use the
  51. template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  52. editor binary built with ``target=release_debug``::
  53. cp -r misc/dist/macos_tools.app ./Godot.app
  54. mkdir -p Godot.app/Contents/MacOS
  55. cp bin/godot.macos.opt.tools.universal Godot.app/Contents/MacOS/Godot
  56. chmod +x Godot.app/Contents/MacOS/Godot
  57. .. note::
  58. If you are building the ``master`` branch, you also need to include support
  59. for the MoltenVK Vulkan portability library. By default, it will be linked
  60. statically from your installation of the Vulkan SDK for macOS.
  61. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  62. including the dynamic library in your ``.app`` bundle::
  63. mkdir -p Godot.app/Contents/Frameworks
  64. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  65. Compiling a headless/server build
  66. ---------------------------------
  67. To compile a *headless* build which provides editor functionality to export
  68. projects in an automated manner, use::
  69. scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  70. To compile a debug *server* build which can be used with
  71. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  72. scons platform=server tools=no target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
  73. To compile a release *server* build which is optimized to run dedicated game servers,
  74. use::
  75. scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
  76. Building export templates
  77. -------------------------
  78. To build macOS export templates, you have to compile with ``tools=no`` (no
  79. editor) and respectively for ``target=release`` (release template) and
  80. ``target=release_debug``.
  81. Official templates are universal binaries which support both Intel x86_64 and
  82. ARM64 architectures. You can also create export templates that support only one
  83. of those two architectures by leaving out the ``lipo`` step below.
  84. - For Intel x86_64::
  85. scons platform=macos tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  86. scons platform=macos tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
  87. - For ARM64 (Apple M1)::
  88. scons platform=macos tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  89. scons platform=macos tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
  90. To support both architectures in a single "Universal 2" binary, run the above
  91. two commands blocks and then use ``lipo`` to bundle them together::
  92. lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
  93. lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
  94. To create an ``.app`` bundle like in the official builds, you need to use the
  95. template located in ``misc/dist/macos_template.app``. The release and debug
  96. builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
  97. ``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so
  98. with the following commands (assuming a universal build, otherwise replace the
  99. ``.universal`` extension with the one of your arch-specific binaries)::
  100. cp -r misc/dist/macos_template.app .
  101. mkdir -p macos_template.app/Contents/MacOS
  102. cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
  103. cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
  104. chmod +x macos_template.app/Contents/MacOS/godot_macos*
  105. .. note::
  106. If you are building the ``master`` branch, you also need to include support
  107. for the MoltenVK Vulkan portability library. By default, it will be linked
  108. statically from your installation of the Vulkan SDK for macOS.
  109. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  110. including the dynamic library in your ``.app`` bundle::
  111. mkdir -p macos_template.app/Contents/Frameworks
  112. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  113. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  114. template from the official Godot distribution::
  115. zip -q -9 -r macos.zip macos_template.app
  116. Cross-compiling for macOS from Linux
  117. ------------------------------------
  118. It is possible to compile for macOS in a Linux environment (and maybe also in
  119. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  120. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  121. as a target. First, follow the instructions to install it:
  122. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  123. somewhere on your machine (or download a ZIP file and extract it somewhere),
  124. e.g.::
  125. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  126. 1. Follow the instructions to package the SDK:
  127. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  128. 2. Follow the instructions to install OSXCross:
  129. https://github.com/tpoechtrager/osxcross#installation
  130. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  131. the OSXCross installation (the same place where you cloned the
  132. repository/extracted the zip), e.g.::
  133. export OSXCROSS_ROOT="$HOME/osxcross"
  134. Now you can compile with SCons like you normally would::
  135. scons platform=macos
  136. 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::
  137. scons platform=macos osxcross_sdk=darwin15