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This is done for several reasons: - Recent CPython versions such as 3.13 have mostly caught up with Pyston in terms of performance. If the trend continues, CPython may supersede Pyston's performance in the long term. This is especially the case if the experimental JIT is eventually able to run Godot's SCons setup. - Pyston is not maintained anymore (its last release was in 2022), and the last Python version it can run is 3.8. Python 3.8 is now end-of-life. Godot's SCons setup (as well as SCons itself) will eventually require Python versions newer than 3.8.
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7.9 KiB
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201 lines
7.9 KiB
ReStructuredText
.. _doc_compiling_for_macos:
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Compiling for macOS
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===================
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.. highlight:: shell
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.. note::
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This page describes how to compile macOS editor and export template binaries from source.
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If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
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Requirements
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------------
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For compiling under macOS, the following is required:
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- `Python 3.6+ <https://www.python.org/downloads/macos/>`_.
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- `SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system.
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- `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
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(or the more lightweight Command Line Tools for Xcode).
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- `Vulkan SDK <https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg>`_
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for MoltenVK (macOS doesn't support Vulkan out of the box).
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.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
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install SCons using the following command::
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brew install scons
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Installing Homebrew will also fetch the Command Line Tools
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for Xcode automatically if you don't have them already.
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Similarly, if you have `MacPorts <https://www.macports.org/>`_
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installed, you can easily install SCons using the
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following command::
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sudo port install scons
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.. seealso:: To get the Godot source code for compiling, see
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:ref:`doc_getting_source`.
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For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Compiling
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---------
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Start a terminal, go to the root directory of the engine source code.
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To compile for Intel (x86-64) powered Macs, use::
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scons platform=macos arch=x86_64
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To compile for Apple Silicon (ARM64) powered Macs, use::
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scons platform=macos arch=arm64
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To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
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.. tip::
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If you are compiling Godot to make changes or contribute to the engine,
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you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
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See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
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for more info.
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If all goes well, the resulting binary executable will be placed in the
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``bin/`` subdirectory. This executable file contains the whole engine and
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runs without any dependencies. Executing it will bring up the Project
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Manager.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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:ref:`doc_data_paths_self_contained_mode` by creating a file called
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``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
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editor binary built with ``dev_build=yes``::
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cp -r misc/dist/macos_tools.app ./Godot.app
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mkdir -p Godot.app/Contents/MacOS
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cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
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chmod +x Godot.app/Contents/MacOS/Godot
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codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
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.. note::
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If you are building the ``master`` branch, you also need to include support
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for the MoltenVK Vulkan portability library. By default, it will be linked
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statically from your installation of the Vulkan SDK for macOS.
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You can also choose to link it dynamically by passing ``use_volk=yes`` and
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including the dynamic library in your ``.app`` bundle::
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mkdir -p Godot.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
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Running a headless/server build
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-------------------------------
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To run in *headless* mode which provides editor functionality to export
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projects in an automated manner, use the normal build::
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scons platform=macos target=editor
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And then use the ``--headless`` command line argument::
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./bin/godot.macos.editor.x86_64 --headless
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To compile a debug *server* build which can be used with
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:ref:`remote debugging tools <doc_command_line_tutorial>`, use::
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scons platform=macos target=template_debug
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To compile a release *server* build which is optimized to run dedicated game servers,
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use::
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scons platform=macos target=template_release production=yes
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Building export templates
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-------------------------
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To build macOS export templates, you have to compile using the targets without
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the editor: ``target=template_release`` (release template) and
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``target=template_debug``.
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Official templates are *Universal 2* binaries which support both ARM64 and Intel
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x86_64 architectures.
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- To support ARM64 (Apple Silicon) + Intel x86_64::
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scons platform=macos target=template_debug arch=arm64
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scons platform=macos target=template_release arch=arm64
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scons platform=macos target=template_debug arch=x86_64
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scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
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- To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::
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scons platform=macos target=template_debug arch=arm64
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scons platform=macos target=template_release arch=arm64 generate_bundle=yes
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To create an ``.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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an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
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.. note::
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You also need to include support for the MoltenVK Vulkan portability
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library. By default, it will be linked statically from your installation of
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the Vulkan SDK for macOS. You can also choose to link it dynamically by
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passing ``use_volk=yes`` and including the dynamic library in your ``.app``
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bundle::
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mkdir -p macos_template.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
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In most cases, static linking should be preferred as it makes distribution
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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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zip -r9 macos.zip macos_template.app
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Cross-compiling for macOS from Linux
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------------------------------------
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It is possible to compile for macOS in a Linux environment (and maybe also in
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Windows using the Windows Subsystem for Linux). For that, you'll need to install
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`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
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as a target. First, follow the instructions to install it:
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Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
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somewhere on your machine (or download a ZIP file and extract it somewhere),
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e.g.::
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git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
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1. Follow the instructions to package the SDK:
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https://github.com/tpoechtrager/osxcross#packaging-the-sdk
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2. Follow the instructions to install OSXCross:
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https://github.com/tpoechtrager/osxcross#installation
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After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
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the OSXCross installation (the same place where you cloned the
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repository/extracted the zip), e.g.::
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export OSXCROSS_ROOT="$HOME/osxcross"
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Now you can compile with SCons like you normally would::
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scons platform=macos
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If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::
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scons platform=macos osxcross_sdk=darwin15
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