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Merge pull request #3234 from Calinou/improve-compiling-macos
Improve the Compiling for macOS documentation
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@@ -10,10 +10,19 @@ Requirements
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For compiling under macOS, the following is required:
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- Python 2.7+ or Python 3.5+
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- SCons build system
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- Xcode (or the more lightweight Command Line Tools for Xcode)
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- *Optional* - yasm (for WebM SIMD optimizations)
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- Python 3.5+ (recommended) or Python 2.7+.
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- `SCons <https://www.scons.org>`_ build system.
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- `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
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(or the more lightweight Command Line Tools for Xcode).
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- *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
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.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
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install SCons and yasm using the following command::
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brew install scons yasm
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Installing Homebrew will also fetch the Command Line Tools
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for Xcode automatically if you don't have them already.
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.. seealso:: For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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@@ -21,55 +30,37 @@ For compiling under macOS, the following is required:
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Compiling
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---------
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Start a terminal, go to the root dir of the engine source code and type:
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::
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Start a terminal, go to the root directory of the engine source code and type::
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scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
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If all goes well, the resulting binary executable will be placed in the
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"bin" subdirectory. This executable file contains the whole engine and
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``bin/`` subdirectory. This executable file contains the whole engine and
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runs without any dependencies. Executing it will bring up the project
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manager.
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To create an .app like in the official builds, you need to use the template
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located in ``misc/dist/osx_tools.app``. Typically, for a ".64" optimised binary
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built with `scons p=osx target=release_debug`:
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::
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located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor
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binary built with ``scons p=osx target=release_debug``::
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user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
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user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
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user@host:~/godot$ cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
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user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
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Compiling for 32 and 64-bit
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---------------------------
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Cross-compiling for macOS from Linux
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------------------------------------
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All macOS versions after 10.6 are 64-bit exclusive, so the executable
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will be a ".64" file by default for most users. If you would like to
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compile a ".fat" executable which contains both 32 and 64-bit code,
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you can do so by specifying the bits in the scons command like so:
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It is possible to compile for macOS in a Linux environment (and maybe also in
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Windows using the Windows Subsystem for Linux). For that, you'll need to install
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`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
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as a target. First, follow the instructions to install it:
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::
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Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
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somewhere on your machine (or download a ZIP file and extract it somewhere),
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e.g.::
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user@host:~/godot$ scons platform=osx bits=fat
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Cross-compiling
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---------------
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It is possible to compile for macOS in a Linux environment (and maybe
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also in Windows with Cygwin). For that you will need
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`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able
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to use macOS as target. First, follow the instructions to install it:
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Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`
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somewhere on your machine (or download a zip file and extract it somewhere),
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e.g.:
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::
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user@host:~$ git clone https://github.com/tpoechtrager/osxcross.git /home/myuser/sources/osxcross
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user@host:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
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1. Follow the instructions to package the SDK:
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https://github.com/tpoechtrager/osxcross#packaging-the-sdk
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@@ -78,20 +69,14 @@ e.g.:
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After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
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the OSXCross installation (the same place where you cloned the
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repository/extracted the zip), e.g.:
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repository/extracted the zip), e.g.::
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::
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user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross"
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user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/osxcross
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Now you can compile with SCons like you normally would:
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::
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Now you can compile with SCons like you normally would::
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user@host:~/godot$ scons platform=osx
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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:
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::
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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::
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user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15
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