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- Order options from most important to least important.
- Give estimates on space saved for each option.
- Clarify the benefits of stripping binaries.
- Link to the Godot build options generator in the Overriding build
options link instead of linking it in the Optimizing for size page.
(cherry picked from commit 8a95663768)
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360 lines
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ReStructuredText
.. _doc_introduction_to_the_buildsystem:
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Introduction to the buildsystem
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===============================
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.. highlight:: shell
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SCons
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-----
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Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are
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not changing it for anything else. We are not even sure other build
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systems are up to the task of building Godot. We constantly get requests
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to move the build system to CMake, or Visual Studio, but this is not
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going to happen. There are many reasons why we have chosen SCons over
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other alternatives, for example:
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- Godot can be compiled for a dozen different platforms: all PC
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platforms, all mobile platforms, many consoles, and WebAssembly.
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- Developers often need to compile for several of the platforms **at
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the same time**, or even different targets of the same platform. They
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can't afford reconfiguring and rebuilding the project each time.
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SCons can do this with no sweat, without breaking the builds.
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- SCons will *never* break a build no matter how many changes,
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configurations, additions, removals etc. You have more chances to die
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struck by lightning than needing to clean and rebuild in SCons.
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- Godot build process is not simple. Several files are generated by
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code (binders), others are parsed (shaders), and others need to offer
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customization (plugins). This requires complex logic which is easier
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to write in an actual programming language (like Python) rather than
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using a mostly macro-based language only meant for building.
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- Godot build process makes heavy use of cross-compiling tools. Each
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platform has a specific detection process, and all these must be
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handled as specific cases with special code written for each.
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So, please try to keep an open mind and get at least a little familiar with it
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if you are planning to build Godot yourself.
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Setup
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-----
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Please refer to the documentation for :ref:`doc_compiling_for_android`,
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:ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`,
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:ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`,
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:ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`.
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Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools
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Command Prompt for VS 2017`` or similar, depending on your install, instead of
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the standard Windows command prompt to enter the commands below.
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Platform selection
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------------------
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Godot's build system will begin by detecting the platforms it can build
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for. If not detected, the platform will simply not appear on the list of
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available platforms. The build requirements for each platform are
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described in the rest of this tutorial section.
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SCons is invoked by just calling ``scons``. If no platform is specified,
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SCons will detect the target platform automatically based on the host platform.
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It will then start building for the target platform right away.
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To list the available target platforms, use ``scons platform=list``::
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scons platform=list
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scons: Reading SConscript files ...
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The following platforms are available:
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android
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javascript
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server
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windows
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x11
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Please run SCons again and select a valid platform: platform=<string>
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To build for a platform (for example, x11), run with the ``platform=`` (or
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``p=`` to make it short) argument:
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::
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scons platform=x11
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This will start the build process, which will take a while. If you want
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SCons to build faster, use the ``-j <cores>`` parameter to specify how many
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cores will be used for the build. Or leave it using one core, so you
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can use your computer for something else :)
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Example for using 4 cores:
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::
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scons platform=x11 -j 4
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Resulting binary
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----------------
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The resulting binaries will be placed in the ``bin/`` subdirectory,
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generally with this naming convention::
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godot.<platform>.[opt].[tools/debug].<architecture>[extension]
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For the previous build attempt, the result would look like this::
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ls bin
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bin/godot.x11.tools.64
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This means that the binary is for X11, is not optimized, has tools (the
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whole editor) compiled in, and is meant for 64 bits.
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A Windows binary with the same configuration will look like this:
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.. code-block:: console
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C:\godot> dir bin/
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godot.windows.tools.64.exe
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Copy that binary to any location you like, as it contains the project manager,
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editor and all means to execute the game. However, it lacks the data to export
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it to the different platforms. For that the export templates are needed (which
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can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
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you can build them yourself).
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Aside from that, there are a few standard options that can be set in all
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build targets, and which will be explained below.
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.. _doc_introduction_to_the_buildsystem_tools:
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Tools
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-----
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Tools are enabled by default in all PC targets (Linux, Windows, macOS),
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disabled for everything else. Disabling tools produces a binary that can
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run projects but that does not include the editor or the project
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manager.
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::
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scons platform=<platform> tools=yes/no
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.. _doc_introduction_to_the_buildsystem_target:
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Target
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------
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Target controls optimization and debug flags. Each mode means:
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- **debug**: Build with C++ debugging symbols, runtime checks (performs
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checks and reports error) and none to little optimization.
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- **release_debug**: Build without C++ debugging symbols and
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optimization, but keep the runtime checks (performs checks and
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reports errors). Official editor binaries use this configuration.
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- **release**: Build without symbols, with optimization and with little
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to no runtime checks. This target can't be used together with
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``tools=yes``, as the editor requires some debug functionality and run-time
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checks to run.
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::
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scons platform=<platform> target=debug/release_debug/release
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This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for debug
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with tools enabled). When optimization is enabled (release), it appends
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the ``.opt`` suffix.
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Bits
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----
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Bits is meant to control the CPU or OS version intended to run the
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binaries. It is focused mostly on desktop platforms and ignored everywhere
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else.
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- **32**: Build binaries for 32-bit platforms.
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- **64**: Build binaries for 64-bit platforms.
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- **default**: Build for the architecture that matches the host platform.
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::
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scons platform=<platform> bits=default/32/64
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This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when
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relevant. If ``bits=default`` is used, the suffix will match the detected
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architecture.
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.. _doc_buildsystem_custom_modules:
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Custom modules
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--------------
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It's possible to compile modules residing outside of Godot's directory
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tree, along with the built-in modules.
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A ``custom_modules`` build option can be passed to the command line before
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compiling. The option represents a comma-separated list of directory paths
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containing a collection of independent C++ modules that can be seen as C++
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packages, just like the built-in ``modules/`` directory.
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For instance, it's possible to provide both relative, absolute, and user
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directory paths containing such modules:
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::
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scons custom_modules="../modules,/abs/path/to/modules,~/src/godot_modules"
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.. note::
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If there's any custom module with the exact directory name as a built-in
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module, the engine will only compile the custom one. This logic can be used
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to override built-in module implementations.
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.. seealso::
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:ref:`doc_custom_modules_in_c++`
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Cleaning generated files
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------------------------
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Sometimes, you may encounter an error due to generated files being present. You
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can remove them by using ``scons --clean <options>``, where ``<options>`` is the
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list of build options you've used to build Godot previously.
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Alternatively, you can use ``git clean -fixd`` which will clean build artifacts
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for all platforms and configurations. Beware, as this will remove all untracked
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and ignored files in the repository. Don't run this command if you have
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uncommitted work!
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Other build options
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-------------------
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There are several other build options that you can use to configure the
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way Godot should be built (compiler, debug options, etc.) as well as the
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features to include/disable.
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Check the output of ``scons --help`` for details about each option for
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the version you are willing to compile.
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.. _doc_overriding_build_options:
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Overriding the build options
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Using a file
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^^^^^^^^^^^^
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The default ``custom.py`` file can be created at the root of the Godot Engine
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source to initialize any SCons build options passed via the command line:
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.. code-block:: python
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# custom.py
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optimize = "size"
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module_mono_enabled = "yes"
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use_llvm = "yes"
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extra_suffix = "game_title"
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You can also disable some of the builtin modules before compiling, saving some
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time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
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.. seealso::
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You can use the online
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`Godot build options generator <https://godot-build-options-generator.github.io/>`__
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to generate a ``custom.py`` file containing SCons options.
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You can then save this file and place it at the root of your Godot source directory.
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Another custom file can be specified explicitly with the ``profile`` command
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line option, both overriding the default build configuration:
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.. code-block:: shell
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scons profile=path/to/custom.py
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.. note:: Build options set from the file can be overridden by the command line
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options.
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It's also possible to override the options conditionally:
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.. code-block:: python
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# custom.py
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import version
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# Override options specific for Godot 3.x and 4.x versions.
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if version.major == 3:
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pass
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elif version.major == 4:
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pass
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Using the SCONSFLAGS
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^^^^^^^^^^^^^^^^^^^^
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``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
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options automatically without having to supply them via the command line.
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For instance, you may want to build Godot in parallel with the aforementioned
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``-j`` option for all the future builds:
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.. tabs::
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.. code-tab:: bash Linux/macOS
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export SCONSFLAGS="-j4"
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.. code-tab:: bat Windows (cmd)
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set SCONSFLAGS=-j4
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.. code-tab:: powershell Windows (powershell)
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$env:SCONSFLAGS="-j4"
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Export templates
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----------------
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Official export templates are downloaded from the Godot Engine site:
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`godotengine.org <https://godotengine.org/>`__. However, you might want
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to build them yourself (in case you want newer ones, you are using custom
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modules, or simply don't trust your own shadow).
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If you download the official export templates package and unzip it, you
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will notice that most files are optimized binaries or packages for each
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platform:
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.. code-block:: none
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android_debug.apk
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android_release.apk
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webassembly_debug.zip
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webassembly_release.zip
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linux_server_32
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linux_server_64
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linux_x11_32_debug
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linux_x11_32_release
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linux_x11_64_debug
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linux_x11_64_release
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osx.zip
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version.txt
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windows_32_debug.exe
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windows_32_release.exe
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windows_64_debug.exe
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windows_64_release.exe
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To create those yourself, follow the instructions detailed for each
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platform in this same tutorial section. Each platform explains how to
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create its own template.
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The ``version.txt`` file should contain the corresponding Godot version
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identifier. This file is used to install export templates in a version-specific
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directory to avoid conflicts. For instance, if you are building export templates
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for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
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line (and nothing else). This version identifier is based on the ``major``,
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``minor``, ``patch`` (if present) and ``status`` lines of the
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`version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
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If you are developing for multiple platforms, macOS is definitely the most
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convenient host platform for cross-compilation, since you can cross-compile for
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almost every target (except for UWP). Linux and Windows come in second place,
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but Linux has the advantage of being the easier platform to set this up.
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