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godot-docs/development/compiling/compiling_for_osx.rst
Danny Suarez 7e8fc446ff Updated commands now that macOS is 64-bit exclusive
Follow-up on this issue: https://github.com/godotengine/godot-docs/issues/921

As scons will compile a ".64" executable by default, not a ".fat" executable, I have updated the commands to reflect that. I also added a section for manually compiling a ".fat" executable for running on a 32-bit machine.

 Updated commands now that macOS is 64-bit exclusive

As scons will compile a ".64" executable by default, not a ".fat" executable, I have updated the commands to reflect that. I also added a section for manually compiling a ".fat" executable for running on a 32-bit machine.

Small Grammer

Removed an erroneous a and a comma.
2018-01-05 00:11:54 -08:00

95 lines
2.8 KiB
ReStructuredText

.. _doc_compiling_for_osx:
Compiling for OSX
=================
.. highlight:: shell
Requirements
------------
For compiling under Linux or other Unix variants, the following is
required:
- Python 2.7+ or Python 3.5+
- SCons build system
- Xcode (or the more lightweight Command Line Tools for Xcode)
Compiling
---------
Start a terminal, go to the root dir of the engine source code and type:
::
user@host:~/godot$ scons platform=osx
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.
To create an .app like in the official builds, you need to use the template
located in ``misc/dist/osx_tools.app``. Typically, for a ".64" optimised binary
built with `scons p=osx target=release_debug`:
::
user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
user@host:~/godot$ cp bin/godot.osx.opt.tools.64 Godot.app/Contents/MacOS/Godot
user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
Compiling for 32 and 64-bit
---------------------------
All macOS versions after 10.6 are 64-bit exclusive, so the executable
will be a ".64" file by default for most users. If you would like to
compile a ".fat" executable which contains both 32 and 64-bit code,
you can do so by specifiying the bits in the scons command like so:
::
user@host:~/godot$ scons platform=osx bits=fat
Cross-compiling
---------------
It is possible to compile for OSX in a Linux environment (and maybe
also in Windows with Cygwin). For that you will need
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able
to use OSX as 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.:
::
user@host:~$ git clone https://github.com/tpoechtrager/osxcross.git /home/myuser/sources/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.:
::
user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/osxcross
Now you can compile with SCons like you normally would:
::
user@host:~/godot$ 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:
::
user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15