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91 lines
3.5 KiB
ReStructuredText
91 lines
3.5 KiB
ReStructuredText
.. _doc_compiling_for_osx:
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Compiling for macOS
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===================
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.. highlight:: shell
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Requirements
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------------
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For compiling under macOS, the following is required:
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- `Python 3.5+ <https://www.python.org>`_.
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- `SCons 3.0+ <https://www.scons.org>`_ build system.
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- `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
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(or the more lightweight Command Line Tools for Xcode).
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- *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
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If you are building the ``master`` branch:
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- Download and install the `Vulkan SDK for macOS <https://vulkan.lunarg.com/sdk/home>`__.
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.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
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install SCons and yasm using the following command::
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brew install scons yasm
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Installing Homebrew will also fetch the Command Line Tools
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for Xcode automatically if you don't have them already.
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.. seealso:: For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Compiling
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---------
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Start a terminal, go to the root directory of the engine source code and type::
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scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
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If all goes well, the resulting binary executable will be placed in the
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``bin/`` subdirectory. This executable file contains the whole engine and
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runs without any dependencies. Executing it will bring up the project
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manager.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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:ref:`doc_data_paths_self_contained_mode` by creating a file called
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``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
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editor binary built with ``scons p=osx target=release_debug``::
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user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
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user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
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user@host:~/godot$ cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
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user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
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Cross-compiling for macOS from Linux
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------------------------------------
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It is possible to compile for macOS in a Linux environment (and maybe also in
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Windows using the Windows Subsystem for Linux). For that, you'll need to install
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`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
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as a target. First, follow the instructions to install it:
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Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
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somewhere on your machine (or download a ZIP file and extract it somewhere),
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e.g.::
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user@host:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
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1. Follow the instructions to package the SDK:
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https://github.com/tpoechtrager/osxcross#packaging-the-sdk
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2. Follow the instructions to install OSXCross:
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https://github.com/tpoechtrager/osxcross#installation
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After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
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the OSXCross installation (the same place where you cloned the
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repository/extracted the zip), e.g.::
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user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross"
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Now you can compile with SCons like you normally would::
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user@host:~/godot$ scons platform=osx
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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::
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user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15
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