contributing/development/compiling/compiling_for_macos #197
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When building on macOS and generating the export templates, I struggled a lot until I found a flag called "generate_bundle". Ultimately, this worked: "scons platform=macos arch=x86_64 target=template_release module_mono_enabled=yes precision=double generate_bundle=true" |
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I tried it for Ubuntu 20.04 (and couldn't solve the last problem that occurs already during compilation in the last stage of linking, but never mind...) It required to install MoltenVK SDK, wich aren't mentioned on this page. And it's not only my problem: https://www.reddit.com/r/godot/comments/1af8nk1/compiling_on_macos/ After experiments with Ubuntu 20.04 I checed dockers for Fedora 36, and there I was needed to download MoltenVK separately and use scons command as I just not completly sure, why isn't it mentioned, and which way of MoltenVK installing better and official. I also didn't checked if compiled Godot works, but compilation itself finishes. I think it should be mentioned in the page in some form. |
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A word of advice that may save you time - if you have gnu binutils installed from brew in your path, it may cause some issues with the build. I encountered a file not found for "__algorithm/copy_backwards.h" (which was present in the MacOS SDK- but not being found for some reason) and an issue with linking the static .a libs due to what I think was the build picking up ar from the binutils. I removed binutils from my PATH and the build worked as expected. |
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I noticed that there is a handy script |
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contributing/development/compiling/compiling_for_macos
Requirements: For compiling under macOS, the following is required: Python 3.6+., SCons 3.1.2+ build system., Xcode(or the more lightweight Command Line Tools for Xcode)., Vulkan SDK for MoltenVK (...
https://docs.godotengine.org/en/latest/contributing/development/compiling/compiling_for_macos.html
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