Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
为 macOS 平台编译¶
备注
这个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。如果你要找的是导出项目到 macOS,请阅读 为 macOS 导出。
需求¶
在 macOS 下编译时,需要以下条件:
SCons 3.0+ 构建系统.
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).
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
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.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.
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。
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
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.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
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
.
官方模板是通用的二进制文件,同时支持英特尔x86_64和ARM64架构。你也可以通过省略下面的 lipo
步骤,创建只支持架构中的一种的导出模板。
对于英特尔 x86_64:
scons platform=macos target=template_release arch=x86_64 scons platform=macos target=template_debug arch=x86_64
对于 ARM64(Apple M1):
scons platform=macos target=template_release arch=arm64 scons platform=macos target=template_debug arch=arm64
要使用“Universal 2”二进制来同时支持这两种架构,请运行上述两个命令块,然后使用 lipo
将它们捆绑在一起:
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*
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 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
使用 Pyston 加快开发速度¶
You can use Pyston 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 linkers 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).
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