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:
- 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.
- 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.:
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.