Compiling for macOS¶
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:
SCons 3.0+ build system.
Xcode (or the more lightweight Command Line Tools for Xcode).
Vulkan SDK for MoltenVK (macOS doesn't support Vulkan out of the box).
Note
If you have Homebrew installed, you can easily install SCons using the following command:
brew install scons
Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already.
Similarly, if you have MacPorts installed, you can easily install SCons using the following command:
sudo port install scons
See also
To get the Godot source code for compiling, see Getting the source.
For a general overview of SCons usage for Godot, see 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=macos arch=x86_64
To compile for Apple Silicon (ARM64) powered Macs, use:
scons platform=macos 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.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.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
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/macos_tools.app
. Typically, for an optimized
editor binary built with target=release_debug
:
cp -r misc/dist/macos_tools.app ./Godot.app
mkdir -p Godot.app/Contents/MacOS
cp bin/godot.macos.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - 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 Godot.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.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 with remote 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) and
target=template_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=macos target=template_release arch=x86_64 scons platform=macos target=template_debug arch=x86_64
For ARM64 (Apple M1):
scons platform=macos target=template_release arch=arm64 scons platform=macos target=template_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.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
To create an .app
bundle like in the official builds, you need to use the
template located in misc/dist/macos_template.app
. The release and debug
builds should be placed in macos_template.app/Contents/MacOS
with the names
godot_macos_release.64
and godot_macos_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/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
chmod +x macos_template.app/Contents/MacOS/godot_macos*
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 macos_template.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib
You can then zip the macos_template.app
folder to reproduce the macos.zip
template from the official Godot distribution:
zip -q -9 -r macos.zip macos_template.app
Using Pyston for faster development¶
You can use Pyston to run SCons. Pyston is a JIT-enabled implementation