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This page is up to date for Godot 4.2
.
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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:
3.0以降のSCons ビルドシステム。
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).
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 "$HOME/osxcross"
以下のURLの内容に従ってSDKをパッケージ化します:https://github.com/tpoechtrager/osxcross#packaging-the-sdk
OSXCrossをインストールするには、以下の手順に従ってください:https://github.com/tpoechtrager/osxcross#installation
その後、OSXCROSS_ROOT
をOSXCrossインストールへのパス(リポジトリをクローンした、またはzipを抽出したのと同じ場所)として定義する必要があります。例:
export OSXCROSS_ROOT="$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