diff --git a/development/compiling/compiling_for_osx.rst b/development/compiling/compiling_for_osx.rst index 7c9236bcb..d8ba6ce6b 100644 --- a/development/compiling/compiling_for_osx.rst +++ b/development/compiling/compiling_for_osx.rst @@ -30,17 +30,28 @@ runs without any dependencies. Executing it will bring up the project manager. To create an .app like in the official builds, you need to use the template -located in ``misc/dist/osx_tools.app``. Typically, for a "fat" binary that -supports both 32-bit and 64-bit architectures, and with an optimised binary +located in ``misc/dist/osx_tools.app``. Typically, for a ".64" optimised binary built with `scons p=osx target=release_debug`: :: user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS - user@host:~/godot$ cp bin/godot.osx.opt.tools.fat Godot.app/Contents/MacOS/Godot + user@host:~/godot$ cp bin/godot.osx.opt.tools.64 Godot.app/Contents/MacOS/Godot user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot + +Compiling for 32 and 64-bit +--------------------------- +All macOS versions after 10.6 are 64-bit exclusive, so the executable +will be a ".64" file by default for most users. If you would like to +compile a ".fat" executable which contains both 32 and 64-bit code, +you can do so by specifiying the bits in the scons command like so: + +:: + + user@host:~/godot$ scons platform=osx bits=fat + Cross-compiling ---------------