virtualx-engine-docs/_sources/development/compiling/compiling_for_osx.rst.txt

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.. _doc_compiling_for_osx:
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 3.5+ <https://www.python.org>`_.
- `SCons 3.0+ <https://www.scons.org>`_ build system.
- `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
(or the more lightweight Command Line Tools for Xcode).
- *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
.. note:: If you have `Homebrew <https://brew.sh/>`_ 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.
Similarly, if you have `MacPorts <https://www.macports.org/>`_
installed, you can easily install SCons and yasm using the
following command::
sudo port install scons yasm
.. 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=osx arch=x86_64
To compile for Apple Silicon (ARM64) powered Macs, use::
scons platform=osx 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.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.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/osx_tools.app``. Typically, for an optimized
editor binary built with ``target=release_debug``::
cp -r misc/dist/osx_tools.app ./Godot.app
mkdir -p Godot.app/Contents/MacOS
cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
Compiling a headless/server build
---------------------------------
To compile a *headless* build which provides editor functionality to export
projects in an automated manner, use::
scons platform=server tools=yes target=release_debug
To compile a debug *server* build which can be used with
:ref:`remote debugging tools <doc_command_line_tutorial>`, use::
scons platform=server tools=no target=release_debug
To compile a release *server* build which is optimized to run dedicated game servers,
use::
scons platform=server tools=no target=release
Building export templates
-------------------------
To build macOS export templates, you have to compile with ``tools=no`` (no
editor) and respectively for ``target=release`` (release template) and
``target=release_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=osx tools=no target=release arch=x86_64
scons platform=osx tools=no target=release_debug arch=x86_64
- For ARM64 (Apple M1)::
scons platform=osx tools=no target=release arch=arm64
scons platform=osx tools=no target=release_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.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
To create an ``.app`` bundle like in the official builds, you need to use the
template located in ``misc/dist/osx_template.app``. The release and debug
builds should be placed in ``osx_template.app/Contents/MacOS`` with the names
``godot_osx_release.64`` and ``godot_osx_debug.64`` 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/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
chmod +x osx_template.app/Contents/MacOS/godot_osx*
You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip``
template from the official Godot distribution::
zip -q -9 -r osx.zip osx_template.app
Using Pyston for faster development
-----------------------------------
You can use `Pyston <https://www.pyston.org/>`__ 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 likers 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 <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
as a target. First, follow the instructions to install it:
Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
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=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 ``osxcross_sdk`` argument::
scons platform=osx osxcross_sdk=darwin15