Compiling for macOS¶
For compiling under macOS, the following is required:
SCons 3.0+ build system.
Xcode (or the more lightweight Command Line Tools for Xcode).
Optional - yasm (for WebM SIMD optimizations).
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.
Similarly, if you have MacPorts installed, you can easily install SCons and yasm using the following command:
sudo port install scons yasm
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Start a terminal, go to the root directory of the engine source code.
To compile for Intel (x86-64) powered Macs, use:
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
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_ in the
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
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
Compiling a headless/server build¶
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=$(sysctl -n hw.logicalcpu)
To compile a server build which is optimized to run dedicated game servers, use:
scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
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.:
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.:
Now you can compile with SCons like you normally would:
If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the
scons platform=osx osxcross_sdk=darwin15