.. _doc_compiling_for_macos: Compiling for macOS =================== .. highlight:: shell .. note:: 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 :ref:`doc_exporting_for_macos`. Requirements ------------ For compiling under macOS, the following is required: - `Python 3.6+ `_. - `SCons 3.0+ `_ 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). .. note:: 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 .. seealso:: To get the Godot source code for compiling, see :ref:`doc_getting_source`. For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`. 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 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. .. note:: If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` 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 .. note:: 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 /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 :ref:`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 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.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_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.universal`` and ``godot_macos_debug.universal`` 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.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal chmod +x macos_template.app/Contents/MacOS/godot_macos* .. note:: 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 /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). 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 "$HOME/osxcross" 1. Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk 2. Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.:: export OSXCROSS_ROOT="$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