macOS へのコンパイル

注釈

This page describes how to compile macOS editor and export template binaries from source. If you're looking to export your project to macOS instead, read macOS用にエクスポート.

必要条件

macOSでコンパイルするには、以下が必要です:

  • Python 3.8+.

  • SCons 4.0+ build system.

  • Xcode (またはXcode用のより軽量なコマンドラインツール)。

  • Vulkan SDK for MoltenVK (macOS doesn't support Vulkan out of the box). The latest Vulkan SDK version can be installed quickly by running misc/scripts/install_vulkan_sdk_macos.sh within the Godot source repository.

注釈

If you have Homebrew installed, you can easily install SCons using the following command:

brew install scons

Homebrewをインストールすると、Xcodeのコマンドラインツールがまだない場合は自動的に取得されます。

Similarly, if you have MacPorts installed, you can easily install SCons using the following command:

sudo port install scons

参考

To get the Godot source code for compiling, see ソースの取得.

Godotにおける基本的なSconsの使い方については、ビルドシステムの説明を参照してください。

コンパイル

ターミナルを起動し、エンジンのソースコードのルートディレクトリに移動します。

Intel (x86-64)のMac用にコンパイルするには、以下のようにします:

scons platform=macos arch=x86_64

Apple Silicon (ARM64)のMac用にコンパイルするには、以下のようにします:

scons platform=macos arch=arm64

Tip

If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options dev_build=yes or dev_mode=yes. See Development and production aliases for more info.

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.

注釈

Using a standalone editor executable is not recommended, it should be always packaged into an .app bundle to avoid UI activation issues.

注釈

If you want to use separate editor settings for your own Godot builds and official releases, you can enable 自己完結型モード by creating a file called ._sc_ or _sc_ in the bin/ folder.

Automatic .app bundle creation

To automatically create an .app bundle like in the official builds, use the generate_bundle=yes option on the last SCons command used to build editor:

scons platform=macos arch=x86_64
scons platform=macos arch=arm64 generate_bundle=yes

Manual .app bundle creation

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.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal

To create an .app bundle, you need to use the template located in misc/dist/macos_tools.app. Typically, for an optimized editor binary built with dev_build=yes:

cp -r misc/dist/macos_tools.app ./bin/Godot.app
mkdir -p bin/Godot.app/Contents/MacOS
cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
chmod +x bin/Godot.app/Contents/MacOS/Godot
codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/Godot.app

注釈

If you are building the master branch, you also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing use_volk=yes and including the dynamic library in your .app bundle:

mkdir -p <Godot bundle name>.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib

Running a headless/server build

To run in headless mode which provides editor functionality to export projects in an automated manner, use the normal build:

scons platform=macos target=editor

And then use the --headless command line argument:

./bin/godot.macos.editor.x86_64 --headless

To compile a debug server build which can be used with remote debugging tools, use:

scons platform=macos target=template_debug

To compile a release server build which is optimized to run dedicated game servers, use:

scons platform=macos target=template_release production=yes

エクスポートテンプレートの構築

To build macOS export templates, you have to compile using the targets without the editor: target=template_release (release template) and target=template_debug.

Official templates are Universal 2 binaries which support both ARM64 and Intel x86_64 architectures.

  • To support ARM64 (Apple Silicon) + Intel x86_64:

    scons platform=macos target=template_debug arch=arm64
    scons platform=macos target=template_release arch=arm64
    scons platform=macos target=template_debug arch=x86_64
    scons platform=macos target=template_release arch=x86_64 generate_bundle=yes
    
  • To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware):

    scons platform=macos target=template_debug arch=arm64
    scons platform=macos target=template_release arch=arm64 generate_bundle=yes
    

To create an .app bundle like in the official builds, you need to use the template located in misc/dist/macos_template.app. This process can be automated by using the generate_bundle=yes option on the last SCons command used to build export templates (so that all binaries can be included). This option also takes care of calling lipo to create an Universal 2 binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).

注釈

You also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing use_volk=yes and including the dynamic library in your .app bundle:

mkdir -p macos_template.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib

In most cases, static linking should be preferred as it makes distribution easier. The main upside of dynamic linking is that it allows updating MoltenVK without having to recompile export templates.

You can then zip the macos_template.app folder to reproduce the macos.zip template from the official Godot distribution:

zip -r9 macos.zip macos_template.app

LinuxからのmacOSのクロスコンパイル

Linux環境でmacOS用にコンパイルすることが可能です(Linux用のWindows Subsystemを使用してWindowsでコンパイルすることもできます)。そのためには、macOSをターゲットとして使用できるように、OSXCross をインストールする必要があります。まず、指示に従ってインストールします:

OSXCross repository をマシン上のどこかにクローンします(またはzipファイルをダウンロードしてどこかに解凍します)。例:

git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  1. 以下のURLの内容に従ってSDKをパッケージ化します:https://github.com/tpoechtrager/osxcross#packaging-the-sdk

  2. OSXCrossをインストールするには、以下の手順に従ってください:https://github.com/tpoechtrager/osxcross#installation

その後、OSXCROSS_ROOT をOSXCrossインストールへのパス(リポジトリをクローンした、またはzipを抽出したのと同じ場所)として定義する必要があります。例:

export OSXCROSS_ROOT="$HOME/osxcross"

これで、通常のようにSConsでコンパイルできます:

scons platform=macos

SConsビルドシステムで予期されているものとは異なるOSXCross SDKバージョンがある場合は、osxcross_sdk 引数でカスタムバージョンを指定できます:

scons platform=macos osxcross_sdk=darwin15

トラブルシューティング

Fatal error: 'cstdint' file not found

If you get a compilation error of this form early on, it's likely because the Xcode command line tools installation needs to be repaired after a macOS or Xcode update:

./core/typedefs.h:45:10: fatal error: 'cstdint' file not found
45 | #include <cstdint>
   |          ^~~~~~~~~

Run these two commands to reinstall Xcode command line tools (enter your administrator password as needed):

sudo rm -rf /Library/Developer/CommandLineTools
sudo xcode-select --install

If it still does not work, try updating Xcode from the Mac App Store and try again.