Kompilieren für MacOS


Zum Kompilieren unter MacOS ist Folgendes erforderlich:

  • Python 3.5+.

  • SCons 3.0+ Build-System.

  • Xcode (oder die einfacheren Kommandozeilenwerkzeuge für Xcode).

  • Optional - yasm (für WebM SIMD-Optimierungen).


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.

Siehe auch

Eine allgemeine Übersicht über die Verwendung von SCons für Godot finden Sie unter Einführung in das Buildsystem.


Starten Sie ein Terminal und wechseln Sie in das Wurzelverzeichnis des Engine-Quellcodes.

Zum Kompilieren für Intel (x86-64) betriebene Macs verwenden Sie:

scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)

To compile for Apple Silicon (ARM64) powered Macs, use:

scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)

To support both architectures in a single "Universal 2" binary, run the above two commands and then use lipo to bundle them together:

lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal

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.


If you want to use separate editor settings for your own Godot builds and official releases, you can enable Eigenständiger Modus 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 target=release_debug:

cp -r misc/dist/osx_tools.app ./Godot.app
mkdir -p Godot.app/Contents/MacOS
cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot

Kompilieren eines Headless/Server-Builds

To compile a headless build which provides editor functionality to export projects in an automated manner, use:

scons platform=server tools=yes target=release_debug --jobs=$(sysctl -n hw.logicalcpu)

Um einen Server-Build zu kompilieren, der für den Betrieb von dedizierten Spielservern optimiert ist, benutzen Sie:

scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)

Kreuz-Kompilieren für MacOS unter 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.:

git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  1. Befolgen Sie die Anweisungen zum Packen des SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk

  2. Befolgen Sie die Anweisungen zum Installieren von 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.:

export OSXCROSS_ROOT="$HOME/osxcross"

Jetzt können Sie mit SCons kompilieren, wie Sie es normalerweise tun würden:

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:

scons platform=osx osxcross_sdk=darwin15