Compiling for OSX


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 (or the more lightweight Command Line Tools for Xcode)


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 misc/dist/ Typically, for a “fat” binary that supports both 32-bit and 64-bit architectures, and with an optimised binary built with scons p=osx target=release_debug:

user@host:~/godot$ cp -r misc/dist/ ./
user@host:~/godot$ mkdir -p
user@host:~/godot$ cp bin/
user@host:~/godot$ chmod +x


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 <> somewhere on your machine (or download a zip file and extract it somewhere), e.g.:

user@host:~$ git clone /home/myuser/sources/osxcross
  1. Follow the instructions to package the SDK:
  2. Follow the instructions to install OSXCross:

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