mirror of
https://github.com/stan220/godot-docs.git
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@@ -74,10 +74,15 @@ editor binary built with ``target=release_debug``::
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cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
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cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
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chmod +x Godot.app/Contents/MacOS/Godot
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chmod +x Godot.app/Contents/MacOS/Godot
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If you are building the ``master`` branch, additionally copy the Vulkan library::
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.. note::
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mkdir -p Godot.app/Contents/Frameworks
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If you are building the ``master`` branch, you also need to include support
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cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
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for the MoltenVK Vulkan portability library. You can do so either by
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building it statically with ``use_static_mvk=yes``, or by including the
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dynamic library in your ``.app`` bundle::
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mkdir -p Godot.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
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Compiling a headless/server build
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Compiling a headless/server build
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---------------------------------
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---------------------------------
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@@ -92,6 +97,61 @@ use::
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scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
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Building export templates
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-------------------------
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To build macOS export templates, you have to compile with ``tools=no`` (no
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editor) and respectively for ``target=release`` (release template) and
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``target=release_debug``.
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Official templates are universal binaries which support both Intel x86_64 and
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ARM64 architectures. You can also create export templates that support only one
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of those two architectures by leaving out the ``lipo`` step below.
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- For Intel x86_64::
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scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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- For ARM64 (Apple M1)::
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scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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To support both architectures in a single "Universal 2" binary, run the above
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two commands blocks and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
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lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/osx_template.app``. The release and debug
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builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
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``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so
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with the following commands (assuming a universal build, otherwise replace the
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``.universal`` extension with the one of your arch-specific binaries)::
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cp -r misc/dist/osx_template.app .
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mkdir -p osx_template.app/Contents/MacOS
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cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
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cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
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chmod +x Godot.app/Contents/MacOS/godot_osx*
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.. note::
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If you are building the ``master`` branch, you also need to include support
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for the MoltenVK Vulkan portability library. You can do so either by
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building it statically with ``use_static_mvk=yes``, or by including the
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dynamic library in your ``.app`` bundle::
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mkdir -p osx_template.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib
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You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
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template from the official Godot distribution::
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zip -q -9 -r osx.zip osx_template.app
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Cross-compiling for macOS from Linux
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Cross-compiling for macOS from Linux
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------------------------------------
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------------------------------------
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