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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:

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。

To compile for Intel (x86-64) powered Macs, use:

scons platform=macos arch=x86_64

To compile for Apple Silicon (ARM64) powered Macs, use:

scons platform=macos arch=arm64

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

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

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.

To create an .app bundle like in the official builds, 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 ./Godot.app
mkdir -p Godot.app/Contents/MacOS
cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - 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.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.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 binaries which support both Intel x86_64 and ARM64 architectures. You can also create export templates that support only one of those two architectures by leaving out the lipo step below.

  • For Intel x86_64:

    scons platform=macos target=template_release arch=x86_64
    scons platform=macos target=template_debug arch=x86_64
    
  • For ARM64 (Apple M1):

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

To support both architectures in a single "Universal 2" binary, run the above two commands blocks and then use lipo to bundle them together:

lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal

To create an .app bundle like in the official builds, you need to use the template located in misc/dist/macos_template.app. The release and debug builds should be placed in macos_template.app/Contents/MacOS with the names godot_macos_release.64 and godot_macos_debug.64 respectively. You can do so with the following commands (assuming a universal build, otherwise replace the .universal extension with the one of your arch-specific binaries):

cp -r misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
chmod +x macos_template.app/Contents/MacOS/godot_macos*

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

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

zip -q -9 -r macos.zip macos_template.app

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). Its "full" version is currently only compatible with Linux, but Pyston-lite is also compatible with macOS (both x86 and ARM). Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with alternative linkers such as LLD or Mold to get even faster builds.

To install Pyston-lite, run python -m pip install pyston_lite_autoload then run SCons as usual. This will automatically load a subset of Pyston's optimizations in any Python program you run. However, this won't bring as much of a performance improvement compared to installing "full" Pyston (which currently can't be done on macOS).

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