This repository contains the Dockerfiles for the official Godot engine builds. These containers should help you build Godot for all platforms supported on any machine that can run Docker containers.
The in-container build scripts are in a separate repository: https://github.com/godotengine/godot-build-scripts
These scripts build a number of containers which are then used to build final Godot tools, templates and server packages for several platforms.
Once these containers are built, they can be used to compile different Godot versions without the need of recreating them.
The upload.sh
file is meant to be used by Godot Release Team and is not
documented here.
These containers have been tested under Fedora 34 and Ubuntu 18.04 (others may work too).
The tool used to build and manage the containers is podman
.
See the Host OS section below for further information on how to setup your host OS before start.
The 'build.sh' script included is used to build the containers themselves.
Run the command using:
./build.sh 3.x mono-6.12.0.147
Note that this will also download that Mono branch (2020-02) from Mono repository. That branch corresponds to the given Mono version (6.12.0.147) as per https://www.mono-project.com/docs/about-mono/versioning/#mono-source-versioning .
More details can be found in the Godot https://github.com/godotengine/godot-mono-builds repository (but you don't need this repository, as in this case Mono is built inside the containers)
The above will generate images using the tag '3.x-mono-6.12.0.147'. This is convenient since as of today, this branch can be used to compile every 3.x version or your custom modifications.
If you don't need to build all versions or you want to try with a single target OS first, you can comment out the corresponding lines from the script:
$podman_build_mono -t godot-linux:${img_version} -f Dockerfile.linux . 2>&1 | tee logs/linux.log
$podman_build_mono -t godot-windows:${img_version} -f Dockerfile.windows . 2>&1 | tee logs/windows.log
$podman_build_mono -t godot-javascript:${img_version} -f Dockerfile.javascript . 2>&1 | tee logs/javascript.log
$podman_build_mono -t godot-android:${img_version} -f Dockerfile.android . 2>&1 | tee logs/android.log
...
Note: The MSVC image (used for UWP builds) does not work currently.
To be extra-sure that you are building with the same base container image as the official builds, you can use:
podman pull registry.fedoraproject.org/fedora@sha256:sha256:8b01cffca564ca914d5d3c8dc8c6eca12a755ee4d1d898e22e83ad7128fae256
podman image tag registry.fedoraproject.org/fedora@abec9a7a7dc6 fedora:34
Fedora 34 default configuration is able to build the containers. Ensure the tools are installed:
sudo dnf -y install podman
Note: Using a Ubuntu 18.04 host is not recommended, we strongly recommend to use Fedora hosts to guarantee compatibility with what the official buildsystem uses.
Install podman
(as per https://podman.io/getting-started/installation). On
Ubuntu 18.04, podman 2.2.1 was used successfully:
. /etc/os-release
echo "deb https://download.opensuse.org/repositories/devel:/kubic:/libcontainers:/stable/xUbuntu_${VERSION_ID}/ /" | sudo tee /etc/apt/sources.list.d/devel:kubic:libcontainers:stable.list
curl -L https://download.opensuse.org/repositories/devel:/kubic:/libcontainers:/stable/xUbuntu_${VERSION_ID}/Release.key | sudo apt-key add -
sudo apt-get update
sudo apt-get -y upgrade
sudo apt-get -y install podman
# (Ubuntu 18.04) Restart dbus for rootless podman
systemctl --user restart dbus
Modify your system default ulimit to support more open file handlers. Add this at the end of your /etc/sysctl.conf file:
fs.file-max = 65536
Then reboot or run:
sudo sysctl -p
Install Python3 dataclasses:
pip3 install dataclasses
Install wine64, binfmt_misc, and configure it:
sudo apt install wine64 wine64-preloader binfmt-support
sudo bash -c "echo -1 > /proc/sys/fs/binfmt_misc/wine" # It's ok this command fails, eg. if you don't have wine binfmt
sudo bash -c 'echo ":windows:M::MZ::/usr/bin/wine:" > /proc/sys/fs/binfmt_misc/register'
sudo bash -c 'echo ":windowsPE:M::PE::/usr/bin/wine:" > /proc/sys/fs/binfmt_misc/register'
This binfmt
configuration is not persistent, you need to do it after a reboot in order to build the containers.
(Note that this may break previous .exe binfmt support through run-detectors
.)
These are the expected container image sizes, so you can plan your disk usage in advance:
REPOSITORY TAG SIZE
localhost/godot-fedora 3.x-mono-6.12.0.147 642 MB
localhost/godot-export 3.x-mono-6.12.0.147 1.11 GB
localhost/godot-mono 3.x-mono-6.12.0.147 1.54 GB
localhost/godot-mono-glue 3.x-mono-6.12.0.147 1.78 GB
localhost/godot-linux 3.x-mono-6.12.0.147 3.56 GB
localhost/godot-windows 3.x-mono-6.12.0.147 3.46 GB
localhost/godot-javascript 3.x-mono-6.12.0.147 3.8 GB
localhost/godot-android 3.x-mono-6.12.0.147 19.6 GB
localhost/godot-osx 3.x-mono-6.12.0.147 5.85 GB
localhost/godot-ios 3.x-mono-6.12.0.147 7.08 GB
In addition to this, generating containers will also require some host disk space (up to 30 GB) for the downloaded Mono sources and dependencies (Xcode, MSVC).