@@ -57,10 +57,6 @@ To compile for Apple Silicon (ARM64) powered Macs, use::
57
57
58
58
scons platform=macos arch=arm64
59
59
60
- To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo `` to bundle them together::
61
-
62
- lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
63
-
64
60
.. tip ::
65
61
If you are compiling Godot to make changes or contribute to the engine,
66
62
you may want to use the SCons options ``dev_build=yes `` or ``dev_mode=yes ``.
@@ -72,20 +68,39 @@ If all goes well, the resulting binary executable will be placed in the
72
68
runs without any dependencies. Executing it will bring up the Project
73
69
Manager.
74
70
71
+ .. note :: Using a standalone editor executable is not recommended, it should be always packaged into an
72
+ ``.app `` bundle to avoid UI activation issues.
73
+
75
74
.. note :: If you want to use separate editor settings for your own Godot builds
76
75
and official releases, you can enable
77
76
:ref: `doc_data_paths_self_contained_mode ` by creating a file called
78
77
``._sc_ `` or ``_sc_ `` in the ``bin/ `` folder.
79
78
80
- To create an ``.app `` bundle like in the official builds, you need to use the
81
- template located in ``misc/dist/macos_tools.app ``. Typically, for an optimized
79
+ Automatic ``.app `` bundle creation
80
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
81
+
82
+ To automatically create an ``.app `` bundle like in the official builds, use the ``generate_bundle=yes `` option on the *last *
83
+ SCons command used to build editor::
84
+
85
+ scons platform=macos arch=x86_64
86
+ scons platform=macos arch=arm64 generate_bundle=yes
87
+
88
+ Manual ``.app `` bundle creation
89
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
90
+
91
+ To support both architectures in a single "Universal 2" binary,
92
+ run the above two commands and then use ``lipo `` to bundle them together::
93
+
94
+ lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
95
+
96
+ To create an ``.app `` bundle, you need to use the template located in ``misc/dist/macos_tools.app ``. Typically, for an optimized
82
97
editor binary built with ``dev_build=yes ``::
83
98
84
- cp -r misc/dist/macos_tools.app ./Godot.app
85
- mkdir -p Godot.app/Contents/MacOS
86
- cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
87
- chmod +x Godot.app/Contents/MacOS/Godot
88
- codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
99
+ cp -r misc/dist/macos_tools.app ./bin/ Godot.app
100
+ mkdir -p bin/ Godot.app/Contents/MacOS
101
+ cp bin/godot.macos.editor.universal bin/ Godot.app/Contents/MacOS/Godot
102
+ chmod +x bin/ Godot.app/Contents/MacOS/Godot
103
+ codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/ Godot.app
89
104
90
105
.. note ::
91
106
@@ -95,8 +110,8 @@ editor binary built with ``dev_build=yes``::
95
110
You can also choose to link it dynamically by passing ``use_volk=yes `` and
96
111
including the dynamic library in your ``.app `` bundle::
97
112
98
- mkdir -p Godot.app/Contents/Frameworks
99
- cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
113
+ mkdir -p < Godot bundle name> .app/Contents/Frameworks
114
+ cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib < Godot bundle name> .app/Contents/Frameworks/libMoltenVK.dylib
100
115
101
116
Running a headless/server build
102
117
-------------------------------
0 commit comments