add instructions on how to use custom export templates on macOS

This commit is contained in:
Adriaan de Jongh
2025-12-08 14:39:26 +01:00
parent eae8a087b1
commit bb7dfcffc7
2 changed files with 17 additions and 4 deletions

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