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Merge pull request #10580 from bruvzg/macos_build_docs
Add notes about automatic `.app` bundle creation to compiling for macOS page.
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contributing/development/compiling/compiling_for_macos.rst

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@@ -57,10 +57,6 @@ To compile for Apple Silicon (ARM64) powered Macs, use::
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scons platform=macos arch=arm64
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To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
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.. tip::
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If you are compiling Godot to make changes or contribute to the engine,
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you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
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runs without any dependencies. Executing it will bring up the Project
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Manager.
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.. note:: Using a standalone editor executable is not recommended, it should be always packaged into an
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``.app`` bundle to avoid UI activation issues.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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:ref:`doc_data_paths_self_contained_mode` by creating a file called
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``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
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Automatic ``.app`` bundle creation
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To automatically create an ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last*
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SCons command used to build editor::
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scons platform=macos arch=x86_64
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scons platform=macos arch=arm64 generate_bundle=yes
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Manual ``.app`` bundle creation
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To support both architectures in a single "Universal 2" binary,
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run the above two commands and then use ``lipo`` to bundle them together::
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lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
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To create an ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized
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editor binary built with ``dev_build=yes``::
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cp -r misc/dist/macos_tools.app ./Godot.app
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mkdir -p Godot.app/Contents/MacOS
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cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
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chmod +x Godot.app/Contents/MacOS/Godot
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codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app
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cp -r misc/dist/macos_tools.app ./bin/Godot.app
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mkdir -p bin/Godot.app/Contents/MacOS
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cp bin/godot.macos.editor.universal bin/Godot.app/Contents/MacOS/Godot
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chmod +x bin/Godot.app/Contents/MacOS/Godot
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codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - bin/Godot.app
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.. note::
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@@ -95,8 +110,8 @@ editor binary built with ``dev_build=yes``::
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You can also choose to link it dynamically by passing ``use_volk=yes`` and
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including the dynamic library in your ``.app`` bundle::
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mkdir -p Godot.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib
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mkdir -p <Godot bundle name>.app/Contents/Frameworks
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cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib <Godot bundle name>.app/Contents/Frameworks/libMoltenVK.dylib
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Running a headless/server build
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-------------------------------

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