For compiling under macOS, the following is required:
- Python 3.5+ (recommended) or Python 2.7+.
- SCons 构建系统。
- Xcode (or the more lightweight Command Line Tools for Xcode).
- Optional - yasm (for WebM SIMD optimizations).
If you have Homebrew installed, you can easily install SCons and yasm using the following command:
brew install scons yasm
Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don’t have them already.
Start a terminal, go to the root directory of the engine source code and type:
scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
If all goes well, the resulting binary executable will be placed in the
bin/ subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
To create an .app like in the official builds, you need to use the template
misc/dist/osx_tools.app. Typically, for an optimized editor
binary built with
scons p=osx target=release_debug:
Cross-compiling for macOS from Linux¶
It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you’ll need to install OSXCross to be able to use macOS as a target. First, follow the instructions to install it:
Clone the OSXCross repository somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:
[email protected]:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
After that, you will need to define the
OSXCROSS_ROOT as the path to
the OSXCross installation (the same place where you cloned the
repository/extracted the zip), e.g.:
[email protected]:~$ export OSXCROSS_ROOT="$HOME/osxcross"
Now you can compile with SCons like you normally would:
[email protected]:~/godot$ scons platform=osx
If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the
[email protected]:~/godot$ scons platform=osx osxcross_sdk=darwin15