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334 lines
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ReStructuredText
334 lines
12 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 3.8+ <https://www.python.org/downloads/macos/>`_.
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- `SCons 4.0+ <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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The latest Vulkan SDK version can be installed quickly by running
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``misc/scripts/install_vulkan_sdk_macos.sh`` within the Godot source repository.
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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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::
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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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::
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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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::
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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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::
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scons platform=macos arch=arm64
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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:: Using a standalone editor executable is not recommended, it should be always packaged into a
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``.app`` bundle to avoid UI activation issues.
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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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Compiling with AccessKit support
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--------------------------------
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AccessKit provides support for screen readers.
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By default, Godot is built with AccessKit dynamically linked. You can use it by placing
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``accesskit.dylib`` alongside the standalone executable or in the app bundle's ``Frameworks`` folder.
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.. note:: You can use dynamically linked AccessKit with export templates as well, rename
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the DYLIB to ``accesskit.{architecture}.dylib``
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and place them inside the export template app bundle ``Frameworks`` folder, and the
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libraries will be automatically copied during the export process.
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To compile Godot with statically linked AccessKit:
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- Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
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- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
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::
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scons platform=macos accesskit_sdk_path=<...>
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.. note:: You can optionally build the godot-angle-static libraries yourself with
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the following steps:
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1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
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directory and navigate to it.
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2. Run the following command:
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::
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cd accesskit-c
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cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
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cmake --build build
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cmake --install build
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The AccessKit static library should be built using the same compiler you are
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using for building Godot.
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Automatic ``.app`` bundle creation
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
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SCons command used to build editor:
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::
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scons platform=macos arch=x86_64
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scons platform=macos arch=arm64 generate_bundle=yes
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Manual ``.app`` bundle creation
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To support both architectures in a single "Universal 2" binary,
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run the above two commands and then use ``lipo`` to bundle them together:
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::
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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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To create a ``.app`` bundle, you need to use the 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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::
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cp -r misc/dist/macos_tools.app ./bin/Godot.app
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mkdir -p bin/Godot.app/Contents/MacOS
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cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
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chmod +x bin/Godot.app/Contents/MacOS/Godot
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codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/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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::
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mkdir -p <Godot bundle name>.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.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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::
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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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::
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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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::
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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, use:
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::
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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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::
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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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::
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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 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 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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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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::
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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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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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~/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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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), e.g.:
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::
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git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
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1. Follow the instructions to package the SDK:
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https://github.com/tpoechtrager/osxcross#packaging-the-sdk
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2. Follow the instructions to install OSXCross:
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https://github.com/tpoechtrager/osxcross#installation
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After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
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the OSXCross installation (the same place where you cloned the
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repository/extracted the zip), e.g.:
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::
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export OSXCROSS_ROOT="$HOME/osxcross"
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Now you can compile with SCons like you normally would:
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::
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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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::
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scons platform=macos osxcross_sdk=darwin15
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Troubleshooting
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---------------
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Fatal error: 'cstdint' file not found
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If you get a compilation error of this form early on, it's likely because
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the Xcode command line tools installation needs to be repaired after
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a macOS or Xcode update:
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.. code:: text
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./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
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45 | #include <cstdint>
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| ^~~~~~~~~
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Run these two commands to reinstall Xcode command line tools
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(enter your administrator password as needed):
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::
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sudo rm -rf /Library/Developer/CommandLineTools
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sudo xcode-select --install
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If it still does not work, try updating Xcode from the Mac App Store and try again.
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