compiling_for_macos.rst 9.0 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 3.6+ <https://www.python.org/downloads/macos/>`_.
  12. - `SCons 3.0+ <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. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  18. install SCons using the following command::
  19. brew install scons
  20. Installing Homebrew will also fetch the Command Line Tools
  21. for Xcode automatically if you don't have them already.
  22. Similarly, if you have `MacPorts <https://www.macports.org/>`_
  23. installed, you can easily install SCons using the
  24. following command::
  25. sudo port install scons
  26. .. seealso:: To get the Godot source code for compiling, see
  27. :ref:`doc_getting_source`.
  28. For a general overview of SCons usage for Godot, see
  29. :ref:`doc_introduction_to_the_buildsystem`.
  30. Compiling
  31. ---------
  32. Start a terminal, go to the root directory of the engine source code.
  33. To compile for Intel (x86-64) powered Macs, use::
  34. scons platform=macos arch=x86_64
  35. To compile for Apple Silicon (ARM64) powered Macs, use::
  36. scons platform=macos arch=arm64
  37. To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
  38. lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
  39. If all goes well, the resulting binary executable will be placed in the
  40. ``bin/`` subdirectory. This executable file contains the whole engine and
  41. runs without any dependencies. Executing it will bring up the Project
  42. Manager.
  43. .. note:: If you want to use separate editor settings for your own Godot builds
  44. and official releases, you can enable
  45. :ref:`doc_data_paths_self_contained_mode` by creating a file called
  46. ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
  47. To create an ``.app`` bundle like in the official builds, you need to use the
  48. template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
  49. editor binary built with ``dev_build=yes``::
  50. cp -r misc/dist/macos_tools.app ./Godot.app
  51. mkdir -p Godot.app/Contents/MacOS
  52. cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
  53. chmod +x Godot.app/Contents/MacOS/Godot
  54. codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
  55. .. note::
  56. If you are building the ``master`` branch, you also need to include support
  57. for the MoltenVK Vulkan portability library. By default, it will be linked
  58. statically from your installation of the Vulkan SDK for macOS.
  59. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  60. including the dynamic library in your ``.app`` bundle::
  61. mkdir -p Godot.app/Contents/Frameworks
  62. cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
  63. Running a headless/server build
  64. -------------------------------
  65. To run in *headless* mode which provides editor functionality to export
  66. projects in an automated manner, use the normal build::
  67. scons platform=macos target=editor
  68. And then use the ``--headless`` command line argument::
  69. ./bin/godot.macos.editor.x86_64 --headless
  70. To compile a debug *server* build which can be used with
  71. :ref:`remote debugging tools <doc_command_line_tutorial>`, use::
  72. scons platform=macos target=template_debug
  73. To compile a release *server* build which is optimized to run dedicated game servers,
  74. use::
  75. scons platform=macos target=template_release production=yes
  76. Building export templates
  77. -------------------------
  78. To build macOS export templates, you have to compile using the targets without
  79. the editor: ``target=template_release`` (release template) and
  80. ``target=template_debug``.
  81. Official templates are universal binaries which support both Intel x86_64 and
  82. ARM64 architectures. You can also create export templates that support only one
  83. of those two architectures by leaving out the ``lipo`` step below.
  84. - For Intel x86_64::
  85. scons platform=macos target=template_release arch=x86_64
  86. scons platform=macos target=template_debug arch=x86_64
  87. - For Arm64 (Apple M1)::
  88. scons platform=macos target=template_release arch=arm64
  89. scons platform=macos target=template_debug arch=arm64
  90. To support both architectures in a single "Universal 2" binary, run the above
  91. two commands blocks and then use ``lipo`` to bundle them together::
  92. lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal
  93. lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal
  94. To create an ``.app`` bundle like in the official builds, you need to use the
  95. template located in ``misc/dist/macos_template.app``. The release and debug
  96. builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
  97. ``godot_macos_release.universal`` and ``godot_macos_debug.universal`` respectively. You can do so
  98. with the following commands (assuming a universal build, otherwise replace the
  99. ``.universal`` extension with the one of your arch-specific binaries)::
  100. cp -r misc/dist/macos_template.app .
  101. mkdir -p macos_template.app/Contents/MacOS
  102. cp bin/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
  103. cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
  104. chmod +x macos_template.app/Contents/MacOS/godot_macos*
  105. .. note::
  106. If you are building the ``master`` branch, you also need to include support
  107. for the MoltenVK Vulkan portability library. By default, it will be linked
  108. statically from your installation of the Vulkan SDK for macOS.
  109. You can also choose to link it dynamically by passing ``use_volk=yes`` and
  110. including the dynamic library in your ``.app`` bundle::
  111. mkdir -p macos_template.app/Contents/Frameworks
  112. cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
  113. You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip``
  114. template from the official Godot distribution::
  115. zip -q -9 -r macos.zip macos_template.app
  116. Using Pyston for faster development
  117. -----------------------------------
  118. You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a
  119. JIT-enabled implementation of the Python language (which SCons is written in).
  120. Its "full" version is currently only compatible with Linux, but Pyston-lite is
  121. also compatible with macOS (both x86 and ARM). Pyston can speed up incremental
  122. builds significantly, often by a factor between 1.5× and 2×. Pyston can be
  123. combined with alternative linkers such as LLD or Mold to get even faster builds.
  124. To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` then
  125. run SCons as usual. This will automatically load a subset of Pyston's
  126. optimizations in any Python program you run. However, this won't bring as much
  127. of a performance improvement compared to installing "full" Pyston (which
  128. currently can't be done on macOS).
  129. Cross-compiling for macOS from Linux
  130. ------------------------------------
  131. It is possible to compile for macOS in a Linux environment (and maybe also in
  132. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  133. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  134. as a target. First, follow the instructions to install it:
  135. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  136. somewhere on your machine (or download a ZIP file and extract it somewhere),
  137. e.g.::
  138. git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  139. 1. Follow the instructions to package the SDK:
  140. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  141. 2. Follow the instructions to install OSXCross:
  142. https://github.com/tpoechtrager/osxcross#installation
  143. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  144. the OSXCross installation (the same place where you cloned the
  145. repository/extracted the zip), e.g.::
  146. export OSXCROSS_ROOT="$HOME/osxcross"
  147. Now you can compile with SCons like you normally would::
  148. scons platform=macos
  149. 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::
  150. scons platform=macos osxcross_sdk=darwin15