Compiling for macOS (original) (raw)
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 Exporting for macOS.
Requirements
For compiling under macOS, the following is required:
- Python 3.8+.
- SCons 4.0+ build system.
- Xcode(or the more lightweight Command Line Tools for Xcode).
- Vulkan SDKfor MoltenVK (macOS doesn't support Vulkan out of the box). The latest Vulkan SDK version can be installed quickly by running
misc/scripts/install_vulkan_sdk_macos.sh
within the Godot source repository.
Note
If you have Homebrew installed, you can easily install SCons using the following command:
Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already.
Similarly, if you have MacPortsinstalled, you can easily install SCons using the following command:
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
Tip
If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options dev_build=yes
or dev_mode=yes
. See Development and production aliasesfor more info.
If all goes well, the resulting binary executable will be placed in thebin/
subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager.
Note
Using a standalone editor executable is not recommended, it should be always packaged into an.app
bundle to avoid UI activation issues.
Note
If you want to use separate editor settings for your own Godot builds and official releases, you can enableSelf-contained mode by creating a file called._sc_
or _sc_
in the bin/
folder.
Automatic .app
bundle creation
To automatically create an .app
bundle like in the official builds, use the generate_bundle=yes
option on the _last_SCons command used to build editor:
scons platform=macos arch=x86_64 scons platform=macos arch=arm64 generate_bundle=yes
Manual .app
bundle creation
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
To create an .app
bundle, 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 ./bin/Godot.app mkdir -p bin/Godot.app/Contents/MacOS cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot chmod +x bin/Godot.app/Contents/MacOS/Godot codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/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 .app/Contents/Frameworks cp /macOS/lib/libMoltenVK.dylib .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 withremote 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) andtarget=template_debug
.
Official templates are Universal 2 binaries which support both ARM64 and Intel x86_64 architectures.
- To support ARM64 (Apple Silicon) + Intel x86_64:
scons platform=macos target=template_debug arch=arm64
scons platform=macos target=template_release arch=arm64
scons platform=macos target=template_debug arch=x86_64
scons platform=macos target=template_release arch=x86_64 generate_bundle=yes - To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware):
scons platform=macos target=template_debug arch=arm64
scons platform=macos target=template_release arch=arm64 generate_bundle=yes
To create an .app
bundle like in the official builds, you need to use the template located in misc/dist/macos_template.app
. This process can be automated by using the generate_bundle=yes
option on the last SCons command used to build export templates (so that all binaries can be included). This option also takes care of calling lipo
to create an Universal 2 binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
Note
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
In most cases, static linking should be preferred as it makes distribution easier. The main upside of dynamic linking is that it allows updating MoltenVK without having to recompile export templates.
You can then zip the macos_template.app
folder to reproduce the macos.zip
template from the official Godot distribution:
zip -r9 macos.zip macos_template.app
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 installOSXCross to be able to use macOS as a target. First, follow the instructions to install it:
Clone the OSXCross repositorysomewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:
git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
- Follow the instructions to package the SDK:https://github.com/tpoechtrager/osxcross#packaging-the-sdk
- Follow the instructions to install OSXCross:https://github.com/tpoechtrager/osxcross#installation
After that, you will need to define the OSXCROSS_ROOT
as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.:
export OSXCROSS_ROOT="$HOME/osxcross"
Now you can compile with SCons like you normally would:
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
Troubleshooting
Fatal error: 'cstdint' file not found
If you get a compilation error of this form early on, it's likely because the Xcode command line tools installation needs to be repaired after a macOS or Xcode update:
./core/typedefs.h:45:10: fatal error: 'cstdint' file not found 45 | #include | ^~~~~~~~~
Run these two commands to reinstall Xcode command line tools (enter your administrator password as needed):
sudo rm -rf /Library/Developer/CommandLineTools sudo xcode-select --install
If it still does not work, try updating Xcode from the Mac App Store and try again.