introduction_to_the_buildsystem.rst 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361
  1. .. _doc_introduction_to_the_buildsystem:
  2. Introduction to the buildsystem
  3. ===============================
  4. .. highlight:: shell
  5. SCons
  6. -----
  7. Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are
  8. not changing it for anything else. We are not even sure other build
  9. systems are up to the task of building Godot. We constantly get requests
  10. to move the build system to CMake, or Visual Studio, but this is not
  11. going to happen. There are many reasons why we have chosen SCons over
  12. other alternatives, for example:
  13. - Godot can be compiled for a dozen different platforms: all PC
  14. platforms, all mobile platforms, many consoles, and WebAssembly.
  15. - Developers often need to compile for several of the platforms **at
  16. the same time**, or even different targets of the same platform. They
  17. can't afford reconfiguring and rebuilding the project each time.
  18. SCons can do this with no sweat, without breaking the builds.
  19. - SCons will *never* break a build no matter how many changes,
  20. configurations, additions, removals etc. You have more chances to die
  21. struck by lightning than needing to clean and rebuild in SCons.
  22. - Godot build process is not simple. Several files are generated by
  23. code (binders), others are parsed (shaders), and others need to offer
  24. customization (plugins). This requires complex logic which is easier
  25. to write in an actual programming language (like Python) rather than
  26. using a mostly macro-based language only meant for building.
  27. - Godot build process makes heavy use of cross-compiling tools. Each
  28. platform has a specific detection process, and all these must be
  29. handled as specific cases with special code written for each.
  30. So, please try to keep an open mind and get at least a little familiar with it
  31. if you are planning to build Godot yourself.
  32. Setup
  33. -----
  34. Please refer to the documentation for :ref:`doc_compiling_for_android`,
  35. :ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`,
  36. :ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`,
  37. :ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`.
  38. Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools
  39. Command Prompt for VS 2017`` or similar, depending on your install, instead of
  40. the standard Windows command prompt to enter the commands below.
  41. Platform selection
  42. ------------------
  43. Godot's build system will begin by detecting the platforms it can build
  44. for. If not detected, the platform will simply not appear on the list of
  45. available platforms. The build requirements for each platform are
  46. described in the rest of this tutorial section.
  47. SCons is invoked by just calling ``scons``. If no platform is specified,
  48. SCons will detect the target platform automatically based on the host platform.
  49. It will then start building for the target platform right away.
  50. To list the available target platforms, use ``scons platform=list``::
  51. scons platform=list
  52. scons: Reading SConscript files ...
  53. The following platforms are available:
  54. android
  55. javascript
  56. server
  57. windows
  58. x11
  59. Please run SCons again and select a valid platform: platform=<string>
  60. To build for a platform (for example, x11), run with the ``platform=`` (or
  61. ``p=`` to make it short) argument:
  62. ::
  63. scons platform=x11
  64. This will start the build process, which will take a while. By default, Godot's
  65. SCons setup is configured to use all CPU threads but one (to keep the system
  66. responsive during compilation). If you want to adjust how many CPU threads SCons
  67. will use, use the ``-j <threads>`` parameter to specify how many threads will be
  68. used for the build.
  69. Example for using 4 threads:
  70. ::
  71. scons platform=x11 -j 4
  72. Resulting binary
  73. ----------------
  74. The resulting binaries will be placed in the ``bin/`` subdirectory,
  75. generally with this naming convention::
  76. godot.<platform>.[opt].[tools/debug].<architecture>[extension]
  77. For the previous build attempt, the result would look like this::
  78. ls bin
  79. bin/godot.x11.tools.64
  80. This means that the binary is for X11, is not optimized, has tools (the
  81. whole editor) compiled in, and is meant for 64 bits.
  82. A Windows binary with the same configuration will look like this:
  83. .. code-block:: console
  84. C:\godot> dir bin/
  85. godot.windows.tools.64.exe
  86. Copy that binary to any location you like, as it contains the project manager,
  87. editor and all means to execute the game. However, it lacks the data to export
  88. it to the different platforms. For that the export templates are needed (which
  89. can be either downloaded from `godotengine.org <https://godotengine.org/>`__, or
  90. you can build them yourself).
  91. Aside from that, there are a few standard options that can be set in all
  92. build targets, and which will be explained below.
  93. .. _doc_introduction_to_the_buildsystem_tools:
  94. Tools
  95. -----
  96. Tools are enabled by default in all PC targets (Linux, Windows, macOS),
  97. disabled for everything else. Disabling tools produces a binary that can
  98. run projects but that does not include the editor or the project
  99. manager.
  100. ::
  101. scons platform=<platform> tools=yes/no
  102. .. _doc_introduction_to_the_buildsystem_target:
  103. Target
  104. ------
  105. Target controls optimization and debug flags. Each mode means:
  106. - **debug**: Build with C++ debugging symbols, runtime checks (performs
  107. checks and reports error) and none to little optimization.
  108. - **release_debug**: Build without C++ debugging symbols and
  109. optimization, but keep the runtime checks (performs checks and
  110. reports errors). Official editor binaries use this configuration.
  111. - **release**: Build without symbols, with optimization and with little
  112. to no runtime checks. This target can't be used together with
  113. ``tools=yes``, as the editor requires some debug functionality and run-time
  114. checks to run.
  115. ::
  116. scons platform=<platform> target=debug/release_debug/release
  117. This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for debug
  118. with tools enabled). When optimization is enabled (release), it appends
  119. the ``.opt`` suffix.
  120. Bits
  121. ----
  122. Bits is meant to control the CPU or OS version intended to run the
  123. binaries. It is focused mostly on desktop platforms and ignored everywhere
  124. else.
  125. - **32**: Build binaries for 32-bit platforms.
  126. - **64**: Build binaries for 64-bit platforms.
  127. - **default**: Build for the architecture that matches the host platform.
  128. ::
  129. scons platform=<platform> bits=default/32/64
  130. This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when
  131. relevant. If ``bits=default`` is used, the suffix will match the detected
  132. architecture.
  133. .. _doc_buildsystem_custom_modules:
  134. Custom modules
  135. --------------
  136. It's possible to compile modules residing outside of Godot's directory
  137. tree, along with the built-in modules.
  138. A ``custom_modules`` build option can be passed to the command line before
  139. compiling. The option represents a comma-separated list of directory paths
  140. containing a collection of independent C++ modules that can be seen as C++
  141. packages, just like the built-in ``modules/`` directory.
  142. For instance, it's possible to provide both relative, absolute, and user
  143. directory paths containing such modules:
  144. ::
  145. scons custom_modules="../modules,/abs/path/to/modules,~/src/godot_modules"
  146. .. note::
  147. If there's any custom module with the exact directory name as a built-in
  148. module, the engine will only compile the custom one. This logic can be used
  149. to override built-in module implementations.
  150. .. seealso::
  151. :ref:`doc_custom_modules_in_c++`
  152. Cleaning generated files
  153. ------------------------
  154. Sometimes, you may encounter an error due to generated files being present. You
  155. can remove them by using ``scons --clean <options>``, where ``<options>`` is the
  156. list of build options you've used to build Godot previously.
  157. Alternatively, you can use ``git clean -fixd`` which will clean build artifacts
  158. for all platforms and configurations. Beware, as this will remove all untracked
  159. and ignored files in the repository. Don't run this command if you have
  160. uncommitted work!
  161. Other build options
  162. -------------------
  163. There are several other build options that you can use to configure the
  164. way Godot should be built (compiler, debug options, etc.) as well as the
  165. features to include/disable.
  166. Check the output of ``scons --help`` for details about each option for
  167. the version you are willing to compile.
  168. .. _doc_overriding_build_options:
  169. Overriding the build options
  170. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  171. Using a file
  172. ^^^^^^^^^^^^
  173. The default ``custom.py`` file can be created at the root of the Godot Engine
  174. source to initialize any SCons build options passed via the command line:
  175. .. code-block:: python
  176. # custom.py
  177. optimize = "size"
  178. module_mono_enabled = "yes"
  179. use_llvm = "yes"
  180. extra_suffix = "game_title"
  181. You can also disable some of the builtin modules before compiling, saving some
  182. time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details.
  183. .. seealso::
  184. You can use the online
  185. `Godot build options generator <https://godot-build-options-generator.github.io/>`__
  186. to generate a ``custom.py`` file containing SCons options.
  187. You can then save this file and place it at the root of your Godot source directory.
  188. Another custom file can be specified explicitly with the ``profile`` command
  189. line option, both overriding the default build configuration:
  190. .. code-block:: shell
  191. scons profile=path/to/custom.py
  192. .. note:: Build options set from the file can be overridden by the command line
  193. options.
  194. It's also possible to override the options conditionally:
  195. .. code-block:: python
  196. # custom.py
  197. import version
  198. # Override options specific for Godot 3.x and 4.x versions.
  199. if version.major == 3:
  200. pass
  201. elif version.major == 4:
  202. pass
  203. Using the SCONSFLAGS
  204. ^^^^^^^^^^^^^^^^^^^^
  205. ``SCONSFLAGS`` is an environment variable which is used by the SCons to set the
  206. options automatically without having to supply them via the command line.
  207. For instance, you may want to force a number of CPU threads with the
  208. aforementioned ``-j`` option for all future builds:
  209. .. tabs::
  210. .. code-tab:: bash Linux/macOS
  211. export SCONSFLAGS="-j4"
  212. .. code-tab:: bat Windows (cmd)
  213. set SCONSFLAGS=-j4
  214. .. code-tab:: powershell Windows (powershell)
  215. $env:SCONSFLAGS="-j4"
  216. Export templates
  217. ----------------
  218. Official export templates are downloaded from the Godot Engine site:
  219. `godotengine.org <https://godotengine.org/>`__. However, you might want
  220. to build them yourself (in case you want newer ones, you are using custom
  221. modules, or simply don't trust your own shadow).
  222. If you download the official export templates package and unzip it, you
  223. will notice that most files are optimized binaries or packages for each
  224. platform:
  225. .. code-block:: none
  226. android_debug.apk
  227. android_release.apk
  228. webassembly_debug.zip
  229. webassembly_release.zip
  230. linux_server_32
  231. linux_server_64
  232. linux_x11_32_debug
  233. linux_x11_32_release
  234. linux_x11_64_debug
  235. linux_x11_64_release
  236. osx.zip
  237. version.txt
  238. windows_32_debug.exe
  239. windows_32_release.exe
  240. windows_64_debug.exe
  241. windows_64_release.exe
  242. To create those yourself, follow the instructions detailed for each
  243. platform in this same tutorial section. Each platform explains how to
  244. create its own template.
  245. The ``version.txt`` file should contain the corresponding Godot version
  246. identifier. This file is used to install export templates in a version-specific
  247. directory to avoid conflicts. For instance, if you are building export templates
  248. for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
  249. line (and nothing else). This version identifier is based on the ``major``,
  250. ``minor``, ``patch`` (if present) and ``status`` lines of the
  251. `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.
  252. If you are developing for multiple platforms, macOS is definitely the most
  253. convenient host platform for cross-compilation, since you can cross-compile for
  254. almost every target (except for UWP). Linux and Windows come in second place,
  255. but Linux has the advantage of being the easier platform to set this up.