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Updated commands now that macOS is 64-bit exclusive
Follow-up on this issue: https://github.com/godotengine/godot-docs/issues/921 As scons will compile a ".64" executable by default, not a ".fat" executable, I have updated the commands to reflect that. I also added a section for manually compiling a ".fat" executable for running on a 32-bit machine. Updated commands now that macOS is 64-bit exclusive As scons will compile a ".64" executable by default, not a ".fat" executable, I have updated the commands to reflect that. I also added a section for manually compiling a ".fat" executable for running on a 32-bit machine. Small Grammer Removed an erroneous a and a comma.
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@@ -30,17 +30,28 @@ 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 "fat" binary that
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supports both 32-bit and 64-bit architectures, and with an optimised binary
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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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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.opt.tools.fat Godot.app/Contents/MacOS/Godot
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user@host:~/godot$ cp bin/godot.osx.opt.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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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 specifiying the bits in the scons command like so:
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::
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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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