Compiling for OSX

Requirements

For compiling under Linux or other Unix variants, the following is required:

  • Python 2.7+ (3.0 is untested as of now)
  • SCons build system
  • 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 tools/dist/osx_tools.app. Typically (for a “fat” binary that supports both 32-bit and 64-bit architectures):

user@host:~/godot$ cp -r tools/dist/osx_tools.app ./Godot.app
user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
user@host:~/godot$ cp bin/godot.osx.opt.tools.fat Godot.app/Contents/MacOS/Godot
user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot

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 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