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add instructions on how to use custom export templates on macOS
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@@ -226,8 +226,9 @@ x86_64 architectures.
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To create a ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/macos_template.app``. This process can be automated by using
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the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
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(so that all binaries can be included). This option also takes care of calling ``lipo`` to create
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a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
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(so that all binaries can be included). This will create a ``godot_macos.zip`` file in ``bin/``
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and additionally takes care of calling ``lipo`` to create a *Universal 2* binary from two separate
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ARM64 and x86_64 binaries (if both were compiled beforehand).
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.. note::
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@@ -246,13 +247,25 @@ a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were
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easier. The main upside of dynamic linking is that it allows updating
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MoltenVK without having to recompile export templates.
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You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
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template from the official Godot distribution:
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If you created the ``.app`` manually, you can zip the ``macos_template.app`` folder
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to reproduce the ``macos.zip`` template from the official Godot distribution:
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::
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zip -r9 macos.zip macos_template.app
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To use your custom export templates, you can select the ``godot_macos.zip`` file in
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the advanced options of your export presets:
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.. image:: img/mactemplates.webp
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Alternatively, if you want all your presets to use your custom export template, you
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can rename the ``godot_macos.zip`` file to ``macos.zip`` and move it to the default
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location for export templates:
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::
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~/Library/Application Support/Godot/export_templates/<GODOT_VERSION>/macos.zip
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Cross-compiling for macOS from Linux
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------------------------------------
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BIN
engine_details/development/compiling/img/mactemplates.webp
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BIN
engine_details/development/compiling/img/mactemplates.webp
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