Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Compiling for macOS
참고
이 페이지는 소스로부터 macOS 에디터와 내보내기 템플릿 바이너리를 컴파일하는 방법을 설명합니다. 프로젝트를 macOS로 내보내는 방법을 찾는다면 :ref:`doc_exporting_for_macos`을 읽으시기 바랍니다.
요구사항
For compiling under macOS, the following is required:
SCons 4.0+ build system.
Xcode (or the more lightweight Command Line Tools for Xcode).
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.
참고
If you have Homebrew installed, you can easily install SCons using the following command:
brew install scons
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 using the following command:
sudo port install scons
더 보기
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.
컴파일링(Compiling)
Start a terminal, go to the root directory of the engine source code.
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
팁
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.
참고
Using a standalone editor executable is not recommended, it should be always packaged into an
.app
bundle to avoid UI activation issues.
참고
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.
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
참고
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
Building export templates
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).
참고
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
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 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk
Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation
After that, you will need to define the OSXCROSS_ROOT
as the path to
the OSXCross installation (the same place where you cloned the
repository/extracted the zip), e.g.:
export OSXCROSS_ROOT="$HOME/osxcross"
Now you can compile with SCons like you normally would:
scons platform=macos
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=macos osxcross_sdk=darwin15