Compiling for macOS¶
Requirements¶
For compiling under macOS, the following is required:
- Python 3.5+.
- SCons 3.0+ build system.
- Xcode (or the more lightweight Command Line Tools for Xcode).
- Optional - yasm (for WebM SIMD optimizations).
Note
If you have Homebrew 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.
See also
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Compiling¶
Start a terminal, go to the root directory of the engine source code and type:
scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
If all goes well, the resulting binary executable will be placed in the
bin/
subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
manager.
Note
If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
Self-contained mode by creating a file called
._sc_
or _sc_
in the bin/
folder.
To create an .app
bundle like in the official builds, you need to use the
template located in misc/dist/osx_tools.app
. Typically, for an optimized
editor binary built with scons p=osx target=release_debug
:
user@host:~/godot$ 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.tools.64 Godot.app/Contents/MacOS/Godot
user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
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 to be able to use macOS as a target. First, follow the instructions to install it:
Clone the OSXCross repository somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:
user@host:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
- Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk
- Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation
After that, you will need to define the OSXCROSS_ROOT
as the path to
the OSXCross installation (the same place where you cloned the
repository/extracted the zip), e.g.:
user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross"
Now you can compile with SCons like you normally would:
user@host:~/godot$ 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