compiling_for_macos.rst 9.3 KB

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  1. .. _doc_compiling_for_macos:
  2. Compiling for macOS
  3. ===================
  4. .. highlight:: shell
  5. .. note::
  6. This page describes how to compile macOS editor and export template binaries from source.
  7. If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
  8. Requirements
  9. ------------
  10. For compiling under macOS, the following is required:
  11. - `Python 3.8+ <https://www.python.org/downloads/macos/>`_.
  12. - `SCons 4.0+ <https://scons.org/pages/download.html>`_ build system.
  13. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
  14. (or the more lightweight Command Line Tools for Xcode).
  15. - `Vulkan SDK <https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg>`_
  16. for MoltenVK (macOS doesn't support Vulkan out of the box).
  17. The latest Vulkan SDK version can be installed quickly by running
  18. ``misc/scripts/install_vulkan_sdk_macos.sh`` within the Godot source repository.
  19. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  20. install SCons using the following command:
  21. ::
  22. brew install scons
  23. Installing Homebrew will also fetch the Command Line Tools
  24. for Xcode automatically if you don't have them already.
  25. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  26. installed, you can easily install SCons using the
  27. following command:
  28. ::
  29. sudo port install scons
  30. .. seealso:: To get the Godot source code for compiling, see
  31. :ref:`doc_getting_source`.
  32. For a general overview of SCons usage for Godot, see
  33. :ref:`doc_introduction_to_the_buildsystem`.
  34. Compiling
  35. ---------
  36. Start a terminal, go to the root directory of the engine source code.
  37. To compile for Intel (x86-64) powered Macs, use::
  38. scons platform=macos arch=x86_64
  39. To compile for Apple Silicon (ARM64) powered Macs, use::
  40. scons platform=macos arch=arm64
  41. .. tip::
  42. If you are compiling Godot to make changes or contribute to the engine,
  43. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  44. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  45. for more info.
  46. If all goes well, the resulting binary executable will be placed in the
  47. ``bin/`` subdirectory. This executable file contains the whole engine and
  48. runs without any dependencies. Executing it will bring up the Project
  49. Manager.
  50. .. note:: Using a standalone editor executable is not recommended, it should be always packaged into a
  51. ``.app`` bundle to avoid UI activation issues.
  52. .. note:: If you want to use separate editor settings for your own Godot builds
  53. and official releases, you can enable
  54. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  55. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  56. Automatic ``.app`` bundle creation
  57. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  58. To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
  59. SCons command used to build editor:
  60. ::
  61. scons platform=macos arch=x86_64
  62. scons platform=macos arch=arm64 generate_bundle=yes
  63. Manual ``.app`` bundle creation
  64. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  65. To support both architectures in a single "Universal 2" binary,
  66. run the above two commands and then use ``lipo`` to bundle them together:
  67. ::
  68. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  69. To create a ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  70. editor binary built with ``dev_build=yes``::
  71. cp -r misc/dist/macos_tools.app ./bin/Godot.app
  72. mkdir -p bin/Godot.app/Contents/MacOS
  73. cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
  74. chmod +x bin/Godot.app/Contents/MacOS/Godot
  75. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/Godot.app
  76. .. note::
  77. If you are building the ``master`` branch, you also need to include support
  78. for the MoltenVK Vulkan portability library. By default, it will be linked
  79. statically from your installation of the Vulkan SDK for macOS.
  80. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  81. including the dynamic library in your ``.app`` bundle::
  82. mkdir -p <Godot bundle name>.app/Contents/Frameworks
  83. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib
  84. Running a headless/server build
  85. -------------------------------
  86. To run in *headless* mode which provides editor functionality to export
  87. projects in an automated manner, use the normal build:
  88. ::
  89. scons platform=macos target=editor
  90. And then use the ``--headless`` command line argument:
  91. ::
  92. ./bin/godot.macos.editor.x86_64 --headless
  93. To compile a debug *server* build which can be used with
  94. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  95. scons platform=macos target=template_debug
  96. To compile a release *server* build which is optimized to run dedicated game servers,
  97. use::
  98. scons platform=macos target=template_release production=yes
  99. Building export templates
  100. -------------------------
  101. To build macOS export templates, you have to compile using the targets without
  102. the editor: ``target=template_release`` (release template) and
  103. ``target=template_debug``.
  104. Official templates are *Universal 2* binaries which support both ARM64 and Intel
  105. x86_64 architectures.
  106. - To support ARM64 (Apple Silicon) + Intel x86_64::
  107. scons platform=macos target=template_debug arch=arm64
  108. scons platform=macos target=template_release arch=arm64
  109. scons platform=macos target=template_debug arch=x86_64
  110. scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
  111. - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::
  112. scons platform=macos target=template_debug arch=arm64
  113. scons platform=macos target=template_release arch=arm64 generate_bundle=yes
  114. To create a ``.app`` bundle like in the official builds, you need to use the
  115. template located in ``misc/dist/macos_template.app``. This process can be automated by using
  116. the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
  117. (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
  118. a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
  119. .. note::
  120. You also need to include support for the MoltenVK Vulkan portability
  121. library. By default, it will be linked statically from your installation of
  122. the Vulkan SDK for macOS. You can also choose to link it dynamically by
  123. passing ``use_volk=yes`` and including the dynamic library in your ``.app``
  124. bundle::
  125. mkdir -p macos_template.app/Contents/Frameworks
  126. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  127. In most cases, static linking should be preferred as it makes distribution
  128. easier. The main upside of dynamic linking is that it allows updating
  129. MoltenVK without having to recompile export templates.
  130. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  131. template from the official Godot distribution:
  132. ::
  133. zip -r9 macos.zip macos_template.app
  134. Cross-compiling for macOS from Linux
  135. ------------------------------------
  136. It is possible to compile for macOS in a Linux environment (and maybe also in
  137. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  138. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  139. as a target. First, follow the instructions to install it:
  140. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  141. somewhere on your machine (or download a ZIP file and extract it somewhere),
  142. e.g.::
  143. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  144. 1. Follow the instructions to package the SDK:
  145. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  146. 2. Follow the instructions to install OSXCross:
  147. https://github.com/tpoechtrager/osxcross#installation
  148. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  149. the OSXCross installation (the same place where you cloned the
  150. repository/extracted the zip), e.g.::
  151. export OSXCROSS_ROOT="$HOME/osxcross"
  152. Now you can compile with SCons like you normally would:
  153. ::
  154. scons platform=macos
  155. 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::
  156. scons platform=macos osxcross_sdk=darwin15
  157. Troubleshooting
  158. ---------------
  159. Fatal error: 'cstdint' file not found
  160. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  161. If you get a compilation error of this form early on, it's likely because
  162. the Xcode command line tools installation needs to be repaired after
  163. a macOS or Xcode update:
  164. ::
  165. ./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
  166. 45 | #include <cstdint>
  167. | ^~~~~~~~~
  168. Run these two commands to reinstall Xcode command line tools
  169. (enter your administrator password as needed):
  170. ::
  171. sudo rm -rf /Library/Developer/CommandLineTools
  172. sudo xcode-select --install
  173. If it still does not work, try updating Xcode from the Mac App Store and try again.