Xcode

    • From Xcode’s main screen create a new project using the Other > External Build System template.

    • Open your build targets from the Targets section and select the Info tab.

    • Fill out the form with the following settings:

    ../../../_images/xcode_2_configure_scons.png

    • Add a Command Line Tool target which will be used for indexing the project by choosing File > New > Target….

    • Select OS X > Application > Command Line Tool.

    Note

    Name it something so you know not to compile with this target (e.g. ).

    • Set Header Search Paths to the absolute path to the Godot root folder. You need to include subdirectories as well. To achieve that, add two two asterisks (**) to the end of the path, e.g. .

    • Add the Godot source to the project by dragging and dropping it into the project file browser.

    • Uncheck Create external build system project.

    ../../../_images/xcode_5_after_add_godot_source_to_project.png

    • Next select Create groups for the Added folders option and check only your command line indexing target in the Add to targets section.

    • Xcode will now index the files. This may take a few minutes.

    • Once Xcode is done indexing, you should have jump-to-definition, autocompletion, and full syntax highlighting.

    Debugging the project

    To enable debugging support you need to edit the external build target’s build and run schemes.

    • Add a new script run action

    • Under Provide build settings from select your project. This allows to reference the project directory within the script.

    • Create a script that will give the binary a name that Xcode can recognize, e.g.:

    ../../../_images/xcode_7_setup_build_post_action.png

    • Build the external build target.

    • Open the scheme editor again and select Run.

    • Set the Executable to the file you linked in your post-build action script.

    • Check Debug executable.

    If you run into any issues, ask for help in one of Godot’s community channels.