Compiling for X11 (Linux, *BSD)¶
For compiling under Linux or other Unix variants, the following is required:
- GCC 7+ or Clang 6+.
- Python 3.5+.
- 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 command
which sconsto find the location of the SCons script file.
- pkg-config (used to detect the dependencies below).
- X11, Xcursor, Xinerama, Xi and XRandR development libraries.
- Bibliotecas de desenvolvimento MesaGL.
- Bibliotecas de desenvolvimento ALSA.
- Bibliotecas de desenvolvimento PulseAudio.
- Optional - libudev (build with
- Optional - yasm (for WebM SIMD optimizations).
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
apk add scons pkgconf gcc g++ libx11-dev libxcursor-dev libxinerama-dev libxi-dev libxrandr-dev \ libexecinfo-dev
pacman -S --needed scons pkgconf gcc libxcursor libxinerama libxi libxrandr mesa glu libglvnd \ alsa-lib pulseaudio yasm
|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 yasm
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 yasm gcc-c++
sudo pkg install scons pkgconf xorg-libraries libXcursor libXrandr libXi xorgproto libGLU alsa-lib \ pulseaudio yasm
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 dev-lang/yasm
urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(glu)" "pkgconfig(libpulse)" \ "pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)" "pkgconfig(xinerama)" "pkgconfig(xi)" \ "pkgconfig(xrandr)" yasm
pkg_add python scons llvm yasm
sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \ libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel libudev-devel libGLU1 yasm
pkg_add pkg-config py37-scons yasm
For audio support, you can optionally install
sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \ libxrandr-devel mesalib-devel libglu alsa-lib-devel pulseaudio-devel yasm
Start a terminal, go to the root dir of the engine source code and type:
scons -j8 platform=x11
A good rule of thumb for the
-j (jobs) flag, is to have at least as many
threads compiling Godot as you have cores in your CPU, if not one or two more.
Feel free to add the
-j option to any SCons command you see below.
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.
If you wish to compile using Clang rather than GCC, use this command:
scons platform=x11 use_llvm=yes
Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build.
If you are compiling Godot for production use, then you can
make the final executable smaller and faster by adding the
If you are compiling Godot with GCC, you can make the binary
even smaller and faster by adding the SCons option
As link-time optimization is a memory-intensive process,
this will require about 3 GB of available RAM while compiling.
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_ in the
Compiling a headless/server build¶
To compile a headless build which provides editor functionality to export projects in an automated manner, use:
scons -j8 platform=server tools=yes target=release_debug
To compile a server build which is optimized to run dedicated game servers, use:
scons -j8 platform=server tools=no target=release
Building export templates¶
Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment.
To build X11 (Linux, *BSD) export templates, run the build system with the following parameters:
- (32 bits)
scons platform=x11 tools=no target=release bits=32 scons platform=x11 tools=no target=release_debug bits=32
- (64 bits)
scons platform=x11 tools=no target=release bits=64 scons platform=x11 tools=no target=release_debug bits=64
Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment.
To create standard export templates, the resulting files must be copied to:
and named like this (even for *BSD which is seen as "Linux X11" by Godot):
linux_x11_32_debug linux_x11_32_release linux_x11_64_debug linux_x11_64_release
However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:
You don't even need to copy them, you can just reference the resulting
files in the
bin/ directory of your Godot source folder, so the next
time you build, you automatically have the custom templates referenced.
Using Clang and LLD for faster development¶
You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:
- LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times.
- Clang tends to give more useful error messages compared to GCC.
To do so, install Clang and the
lld package from your distribution's package manager
then use the following SCons command:
scons platform=x11 use_llvm=yes use_lld=yes
It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster.