为 macOS 平台编译
备注
本页面描述的是如何从源码编译 macOS 编辑器和导出模板二进制文件。如果你想要将项目导出到 macOS,请移步《为 macOS 导出》。
需求
在 macOS 下编译时,需要以下条件:
SCons 4.0+ build system.
Xcode(或更轻量的 Xcode 命令行工具)。
Vulkan SDK for 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.
编译
启动终端, 进入引擎源代码的根目录.
若要为英特尔(x86-64)架构的 Mac 编译,请使用:
scons platform=macos arch=x86_64
要为 Apple Silicon(ARM64)驱动的 Mac 编译,请使用:
scons platform=macos arch=arm64
小技巧
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 开发别名与生产别名
for more info.
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.
备注
Using a standalone editor executable is not recommended, it should be always packaged into an
.app
bundle to avoid UI activation issues.
备注
如果你想为自己的 Godot 构建和官方发布使用单独的编辑器设置,你可以通过在 bin/
文件夹中创建一个名为 ._sc_
或 _sc_
的文件来启用 自包含模式。
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
如果要通过“Universal 2”二进制来同时支持这两种架构,请运行上述两个命令,然后使用 lipo
将它们打包在一起:
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
备注
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 bundle name>.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib
运行无头/服务器构建
如果想要以无头模式运行,能够使用编辑器的自动导出项目功能,请使用普通构建:
scons platform=macos target=editor
然后使用 --headless
命令行参数:
./bin/godot.macos.editor.x86_64 --headless
如果要编译调试版本的服务器,支持远程调试工具,那么请使用:
scons platform=macos target=template_debug
如果要编译发布版本的服务器,针对运行专门的游戏服务器进行优化,那么请使用:
scons platform=macos target=template_release production=yes
构建导出模板
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 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).
备注
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
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
从 Linux 交叉编译 macOS
在Linux环境下为macOS进行编译是可行的(也许也可以在Windows中使用Windows Subsystem for Linux). 为此, 你需要安装 OSXCross , 以便能够使用macOS作为目标. 首先, 按照说明来安装它:
在你的机器上某处克隆 OSXCross 资源库(或者下载一个 ZIP 文件并解压缩),例如:
git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
按照说明打包SDK:https://github.com/tpoechtrager/osxcross#packaging-the-sdk
按照说明安装OSXCross:https://github.com/tpoechtrager/osxcross#installation
然后,你需要将 OSXCROSS_ROOT
定义为 OSXCross 的安装路径(与你克隆软件库/提取压缩包的地方相同),例如:
export OSXCROSS_ROOT="$HOME/osxcross"
现在你可以像平时一样用 SCons 进行编译:
scons platform=macos
如果你的 OSXCross SDK 版本与 SCons 构建系统所期望的不同,你可以用 osxcross_sdk
参数指定一个自定义的版本:
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 <cstdint>
| ^~~~~~~~~
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.