Compiling for Linux, *BSD¶
This page describes how to compile Linux editor and export template binaries from source. If you're looking to export your project to Linux instead, read Exporting for Linux.
For compiling under Linux or other Unix variants, the following is required:
GCC 7+ or Clang 6+.
SCons 3.0+ build system. If your distribution uses Python 2 by default, or you are using a version of SCons prior to 3.1.2, you will need to change the version of Python that SCons uses by changing the shebang (the first line) of the SCons script file to
#! /usr/bin/python3. Use the command
which sconsto find the location of the SCons script file.
pkg-config (used to detect the dependencies below).
X11, Xcursor, Xinerama, Xi and XRandR development libraries.
MesaGL development libraries.
ALSA development libraries.
PulseAudio development libraries.
Optional - libudev (build with
To get the Godot source code for compiling, see Getting the source.
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \ mesa-dev libexecinfo-dev eudev-dev alsa-lib-dev pulseaudio-dev
pacman -S --needed scons pkgconf gcc libxcursor libxinerama libxi libxrandr mesa glu libglvnd \ alsa-lib pulseaudio
Debian / Ubuntu
sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \ libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev
sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ libXi-devel mesa-libGL-devel mesa-libGLU-devel alsa-lib-devel pulseaudio-libs-devel \ libudev-devel gcc-c++ libstdc++-static libatomic-static
sudo pkg install py37-scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU \ alsa-lib pulseaudio
emerge -an dev-util/scons x11-libs/libX11 x11-libs/libXcursor x11-libs/libXinerama x11-libs/libXi \ media-libs/mesa media-libs/glu media-libs/alsa-lib media-sound/pulseaudio
urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \ "pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \ "pkgconfig(xrandr)"
pkg_add python scons llvm
sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel libudev-devel gcc-c++ libGLU1
pkg_add pkg-config py37-scons
For audio support, you can optionally install
sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \ libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel
Start a terminal, go to the root dir of the engine source code and type:
scons -j8 platform=linuxbsd
A good rule of thumb for the
-j (jobs) flag, is to have at least as many
threads compiling Godot as you have cores in your CPU, if not one or two more.
Feel free to add the
-j option to any SCons command you see below.
You can automatically use all available CPU cores with command substitution.
On Linux, you can use
On *BSD, you can use
sysctl -n hw.ncpu:
scons -j$(sysctl -n hw.ncpu)
Prior to Godot 4.0, the Linux/*BSD target was called
x11 instead of
linuxbsd. If you are looking to compile Godot 3.x, make sure to use the
stable branch of this documentation.
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 wish to compile using Clang rather than GCC, use this command:
scons platform=linuxbsd use_llvm=yes
Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build.
If you are compiling Godot for production use, then you can
make the final executable smaller and faster by adding the
If you are compiling Godot with GCC, you can make the binary
even smaller and faster by adding the SCons option
As link-time optimization is a memory-intensive process,
this will require about 7 GB of available RAM while compiling.
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
Compiling a headless/server build¶
To compile a headless build which provides editor functionality to export projects in an automated manner, use:
scons -j8 platform=server tools=yes target=release_debug
To compile a debug server build which can be used with remote debugging tools, use:
scons -j8 platform=server tools=no target=release_debug
To compile a server build which is optimized to run dedicated game servers, use:
scons -j8 platform=server tools=no target=release
Building export templates¶
Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment.
To build Linux or *BSD export templates, run the build system with the following parameters:
scons platform=linuxbsd tools=no target=release bits=32 scons platform=linuxbsd tools=no target=release_debug bits=32
scons platform=linuxbsd tools=no target=release bits=64 scons platform=linuxbsd tools=no target=release_debug bits=64
Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment.
To create standard export templates, the resulting files in the
must be copied to:
and named like this (even for *BSD which is seen as "Linux/X11" by Godot):
linux_x11_32_debug linux_x11_32_release linux_x11_64_debug linux_x11_64_release
However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:
You don't even need to copy them, you can just reference the resulting
files in the
bin/ directory of your Godot source folder, so the next
time you build, you automatically have the custom templates referenced.
Using Clang and LLD for faster development¶
You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:
LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times.
Clang tends to give more useful error messages compared to GCC.
To do so, install Clang and the
lld package from your distribution's package manager
then use the following SCons command:
scons platform=linuxbsd use_llvm=yes use_lld=yes
After the build is completed, a new binary with a
.llvm suffix will be
created in the
It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster.
Using Pyston for faster development¶
You can use Pyston to run SCons. Pyston is a JIT-enabled implementation of the Python language (which SCons is written in). It is currently only compatible with Linux. Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD to get even faster builds.
Download the latest portable Pyston release.
Extract the portable
.tar.gzto a set location, such as
$HOME/.local/opt/pyston/(create folders as needed).
cdto reach the extracted Pyston folder from a terminal, then run
./pyston -m pip install sconsto install SCons within Pyston.
To make SCons via Pyston easier to run, create a symbolic link of its wrapper script to a location in your
ln -s ~/.local/opt/pyston/bin/scons ~/.local/bin/pyston-scons
Instead of running
scons <build arguments>, run
pyston-scons <build arguments>to compile Godot.
If you can't run
pyston-scons after creating the symbolic link,
$HOME/.local/bin/ is part of your user's
PATH environment variable.