compiling_for_macos.rst 9.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244
  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. brew install scons
  22. Installing Homebrew will also fetch the Command Line Tools
  23. for Xcode automatically if you don't have them already.
  24. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  25. installed, you can easily install SCons using the
  26. following command::
  27. sudo port install scons
  28. .. seealso:: To get the Godot source code for compiling, see
  29. :ref:`doc_getting_source`.
  30. For a general overview of SCons usage for Godot, see
  31. :ref:`doc_introduction_to_the_buildsystem`.
  32. Compiling
  33. ---------
  34. Start a terminal, go to the root directory of the engine source code.
  35. To compile for Intel (x86-64) powered Macs, use::
  36. scons platform=macos arch=x86_64
  37. To compile for Apple Silicon (ARM64) powered Macs, use::
  38. scons platform=macos arch=arm64
  39. .. tip::
  40. If you are compiling Godot to make changes or contribute to the engine,
  41. you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
  42. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
  43. for more info.
  44. If all goes well, the resulting binary executable will be placed in the
  45. ``bin/`` subdirectory. This executable file contains the whole engine and
  46. runs without any dependencies. Executing it will bring up the Project
  47. Manager.
  48. .. note:: Using a standalone editor executable is not recommended, it should be always packaged into an
  49. ``.app`` bundle to avoid UI activation issues.
  50. .. note:: If you want to use separate editor settings for your own Godot builds
  51. and official releases, you can enable
  52. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  53. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  54. Automatic ``.app`` bundle creation
  55. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  56. To automatically create an ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
  57. SCons command used to build editor::
  58. scons platform=macos arch=x86_64
  59. scons platform=macos arch=arm64 generate_bundle=yes
  60. Manual ``.app`` bundle creation
  61. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  62. To support both architectures in a single "Universal 2" binary,
  63. run the above two commands and then use ``lipo`` to bundle them together::
  64. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  65. To create an ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  66. editor binary built with ``dev_build=yes``::
  67. cp -r misc/dist/macos_tools.app ./bin/Godot.app
  68. mkdir -p bin/Godot.app/Contents/MacOS
  69. cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
  70. chmod +x bin/Godot.app/Contents/MacOS/Godot
  71. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/Godot.app
  72. .. note::
  73. If you are building the ``master`` branch, you also need to include support
  74. for the MoltenVK Vulkan portability library. By default, it will be linked
  75. statically from your installation of the Vulkan SDK for macOS.
  76. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  77. including the dynamic library in your ``.app`` bundle::
  78. mkdir -p <Godot bundle name>.app/Contents/Frameworks
  79. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib
  80. Running a headless/server build
  81. -------------------------------
  82. To run in *headless* mode which provides editor functionality to export
  83. projects in an automated manner, use the normal build::
  84. scons platform=macos target=editor
  85. And then use the ``--headless`` command line argument::
  86. ./bin/godot.macos.editor.x86_64 --headless
  87. To compile a debug *server* build which can be used with
  88. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  89. scons platform=macos target=template_debug
  90. To compile a release *server* build which is optimized to run dedicated game servers,
  91. use::
  92. scons platform=macos target=template_release production=yes
  93. Building export templates
  94. -------------------------
  95. To build macOS export templates, you have to compile using the targets without
  96. the editor: ``target=template_release`` (release template) and
  97. ``target=template_debug``.
  98. Official templates are *Universal 2* binaries which support both ARM64 and Intel
  99. x86_64 architectures.
  100. - To support ARM64 (Apple Silicon) + Intel x86_64::
  101. scons platform=macos target=template_debug arch=arm64
  102. scons platform=macos target=template_release arch=arm64
  103. scons platform=macos target=template_debug arch=x86_64
  104. scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
  105. - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::
  106. scons platform=macos target=template_debug arch=arm64
  107. scons platform=macos target=template_release arch=arm64 generate_bundle=yes
  108. To create an ``.app`` bundle like in the official builds, you need to use the
  109. template located in ``misc/dist/macos_template.app``. This process can be automated by using
  110. the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates
  111. (so that all binaries can be included). This option also takes care of calling ``lipo`` to create
  112. an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
  113. .. note::
  114. You also need to include support for the MoltenVK Vulkan portability
  115. library. By default, it will be linked statically from your installation of
  116. the Vulkan SDK for macOS. You can also choose to link it dynamically by
  117. passing ``use_volk=yes`` and including the dynamic library in your ``.app``
  118. bundle::
  119. mkdir -p macos_template.app/Contents/Frameworks
  120. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  121. In most cases, static linking should be preferred as it makes distribution
  122. easier. The main upside of dynamic linking is that it allows updating
  123. MoltenVK without having to recompile export templates.
  124. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  125. template from the official Godot distribution::
  126. zip -r9 macos.zip macos_template.app
  127. Cross-compiling for macOS from Linux
  128. ------------------------------------
  129. It is possible to compile for macOS in a Linux environment (and maybe also in
  130. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  131. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  132. as a target. First, follow the instructions to install it:
  133. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  134. somewhere on your machine (or download a ZIP file and extract it somewhere),
  135. e.g.::
  136. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  137. 1. Follow the instructions to package the SDK:
  138. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  139. 2. Follow the instructions to install OSXCross:
  140. https://github.com/tpoechtrager/osxcross#installation
  141. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  142. the OSXCross installation (the same place where you cloned the
  143. repository/extracted the zip), e.g.::
  144. export OSXCROSS_ROOT="$HOME/osxcross"
  145. Now you can compile with SCons like you normally would::
  146. scons platform=macos
  147. 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::
  148. scons platform=macos osxcross_sdk=darwin15
  149. Troubleshooting
  150. ---------------
  151. Fatal error: 'cstdint' file not found
  152. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  153. If you get a compilation error of this form early on, it's likely because
  154. the Xcode command line tools installation needs to be repaired after
  155. a macOS or Xcode update:
  156. ::
  157. ./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
  158. 45 | #include <cstdint>
  159. | ^~~~~~~~~
  160. Run these two commands to reinstall Xcode command line tools
  161. (enter your administrator password as needed):
  162. ::
  163. sudo rm -rf /Library/Developer/CommandLineTools
  164. sudo xcode-select --install
  165. If it still does not work, try updating Xcode from the Mac App Store and try again.