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21 changes: 17 additions & 4 deletions engine_details/development/compiling/compiling_for_macos.rst
Original file line number Diff line number Diff line change
Expand Up @@ -226,8 +226,9 @@ x86_64 architectures.
To create a ``.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
a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).
(so that all binaries can be included). This will create a ``godot_macos.zip`` file in ``bin/``
and additionally takes care of calling ``lipo`` to create a *Universal 2* binary from two separate
ARM64 and x86_64 binaries (if both were compiled beforehand).

.. note::

Expand All @@ -246,13 +247,25 @@ a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were
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:
If you created the ``.app`` manually, you can zip the ``macos_template.app`` folder
to reproduce the ``macos.zip`` template from the official Godot distribution:

::

zip -r9 macos.zip macos_template.app

To use your custom export templates, you can select the ``godot_macos.zip`` file in
the advanced options of your export presets:

.. image:: img/mactemplates.webp

Alternatively, if you want all your presets to use your custom export template, you
can rename the ``godot_macos.zip`` file to ``macos.zip`` and move it to the default
location for export templates:

::
~/Library/Application Support/Godot/export_templates/<GODOT_VERSION>/macos.zip

Cross-compiling for macOS from Linux
------------------------------------

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