Compiling for macOS


For compiling under macOS, the following is required:


If you are building the master branch, download and install the Vulkan SDK for macOS.


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

See also

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/ bin/ -output bin/

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 Self-contained mode 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/ Typically, for an optimized editor binary built with target=release_debug:

cp -r misc/dist/ ./
mkdir -p
cp bin/
chmod +x

If you are building the master branch, additionally copy the Vulkan library:

mkdir -p
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib

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 "$HOME/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.:

export OSXCROSS_ROOT="$HOME/osxcross"

Now you can compile with SCons like you normally would:

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