mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
111 lines
4.1 KiB
ReStructuredText
111 lines
4.1 KiB
ReStructuredText
.. _doc_compiling_for_osx:
|
|
|
|
Compiling for macOS
|
|
===================
|
|
|
|
.. highlight:: shell
|
|
|
|
Requirements
|
|
------------
|
|
|
|
For compiling under macOS, the following is required:
|
|
|
|
- `Python 3.5+ <https://www.python.org>`_.
|
|
- `SCons 3.0+ <https://www.scons.org>`_ build system.
|
|
- `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
|
|
(or the more lightweight Command Line Tools for Xcode).
|
|
- *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
|
|
|
|
.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
|
|
install SCons and yasm using the following command::
|
|
|
|
brew install scons yasm
|
|
|
|
Installing Homebrew will also fetch the Command Line Tools
|
|
for Xcode automatically if you don't have them already.
|
|
|
|
.. seealso:: For a general overview of SCons usage for Godot, see
|
|
:ref:`doc_introduction_to_the_buildsystem`.
|
|
|
|
Compiling
|
|
---------
|
|
|
|
Start a terminal, go to the root directory of the engine source code.
|
|
|
|
To compile for Intel (x86-64) powered Macs, use::
|
|
|
|
scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
|
|
|
|
To compile for Apple Silicon (ARM64) powered Macs, use::
|
|
|
|
scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
|
|
|
|
To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
|
|
|
|
lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
|
|
|
|
If all goes well, the resulting binary executable will be placed in the
|
|
``bin/`` subdirectory. This executable file contains the whole engine and
|
|
runs without any dependencies. Executing it will bring up the project
|
|
manager.
|
|
|
|
.. note:: If you want to use separate editor settings for your own Godot builds
|
|
and official releases, you can enable
|
|
:ref:`doc_data_paths_self_contained_mode` by creating a file called
|
|
``._sc_`` or ``_sc_`` in the ``bin/`` folder.
|
|
|
|
To create an ``.app`` bundle like in the official builds, you need to use the
|
|
template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
|
|
editor binary built with ``target=release_debug``::
|
|
|
|
cp -r misc/dist/osx_tools.app ./Godot.app
|
|
mkdir -p Godot.app/Contents/MacOS
|
|
cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
|
|
chmod +x Godot.app/Contents/MacOS/Godot
|
|
|
|
Compiling a headless/server build
|
|
---------------------------------
|
|
|
|
To compile a *headless* build which provides editor functionality to export
|
|
projects in an automated manner, use::
|
|
|
|
scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)
|
|
|
|
To compile a *server* build which is optimized to run dedicated game servers,
|
|
use::
|
|
|
|
scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
|
|
|
|
Cross-compiling for macOS from Linux
|
|
------------------------------------
|
|
|
|
It is possible to compile for macOS in a Linux environment (and maybe also in
|
|
Windows using the Windows Subsystem for Linux). For that, you'll need to install
|
|
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
|
|
as a target. First, follow the instructions to install it:
|
|
|
|
Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
|
|
somewhere on your machine (or download a ZIP file and extract it somewhere),
|
|
e.g.::
|
|
|
|
git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
|
|
|
|
1. Follow the instructions to package the SDK:
|
|
https://github.com/tpoechtrager/osxcross#packaging-the-sdk
|
|
2. Follow the instructions to install OSXCross:
|
|
https://github.com/tpoechtrager/osxcross#installation
|
|
|
|
After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
|
|
the OSXCross installation (the same place where you cloned the
|
|
repository/extracted the zip), e.g.::
|
|
|
|
export OSXCROSS_ROOT="$HOME/osxcross"
|
|
|
|
Now you can compile with SCons like you normally would::
|
|
|
|
scons platform=osx
|
|
|
|
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::
|
|
|
|
scons platform=osx osxcross_sdk=darwin15
|