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- Debugging on macOS
- ==================
- Debugging Godot editor
- ----------------------
- Attaching a debugger to the signed macOS process requires the "com.apple.security.get-task-allow" entitlement, which is not enabled by default, since apps can't be notarized as long as it is enabled.
- If you want to debug an official build of the editor it should be re-signed with the proper entitlements.
- Create an ``editor.entitlements`` text file with the following contents:
- .. code-block:: xml
- <?xml version="1.0" encoding="UTF-8"?>
- <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
- <plist version="1.0">
- <dict>
- <key>com.apple.security.cs.allow-dyld-environment-variables</key>
- <true/>
- <key>com.apple.security.cs.allow-jit</key>
- <true/>
- <key>com.apple.security.cs.allow-unsigned-executable-memory</key>
- <true/>
- <key>com.apple.security.cs.disable-executable-page-protection</key>
- <true/>
- <key>com.apple.security.cs.disable-library-validation</key>
- <true/>
- <key>com.apple.security.device.audio-input</key>
- <true/>
- <key>com.apple.security.device.camera</key>
- <true/>
- <key>com.apple.security.get-task-allow</key>
- <true/>
- </dict>
- </plist>
- Then use the following command to re-sign the editor::
- codesign -s - --deep --force --options=runtime --entitlements ./editor.entitlements ./path/to/Godot.app
- Debugging exported project
- --------------------------
- To allow debugging, select the ``codesign\debugging`` (``com.apple.security.get-task-allow``) entitlement during the export. When it is selected, notarization is not supported and should be disabled.
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