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Compiling for Linux, *BSD¶
See also
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.
Requirements¶
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 commandwhich scons
to 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
udev=yes
).
See also
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.
Distro-specific one-liners¶
Alpine Linux |
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
|
Arch Linux |
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
|
Fedora |
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
|
FreeBSD |
sudo pkg install py37-scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU \
alsa-lib pulseaudio
|
Gentoo |
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
|
Mageia |
urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \
"pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \
"pkgconfig(xrandr)"
|
OpenBSD |
pkg_add python scons llvm
|
openSUSE |
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
|
NetBSD |
pkg_add pkg-config py37-scons
For audio support, you can optionally install |
Solus |
sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \
libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel
|
Compiling¶
Start a terminal, go to the root dir of the engine source code and type:
scons platform=linuxbsd
Note
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.
Note
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.
Note
If you are compiling Godot for production use, then you can
make the final executable smaller and faster by adding the
SCons options target=template_release production=yes
.
If you are compiling Godot with GCC, you can make the binary
even smaller and faster by adding the SCons option use_lto=yes
.
As link-time optimization is a memory-intensive process,
this will require about 7 GB of available RAM while compiling.
Note
If you want to use separate editor settings for your own Godot builds and official releases, you can enable Self-contained mode