So I’ve been banging my head against the wall for the past week trying to help the UPBGE developers port their program to macOS. For a little background, UPBGE is a fork of Blender that adds the old game engine back in with major improvements. The build process is entirely the same and at least 90% of the code is the same.
I’ve been having issues though. I followed the Blender Wiki 100% and made builds with both make and Xcode and neither work on anybody else’s macs. They run perfectly fine on my system when using the account they were built on, but fail on other user accounts or different machines. I did make release
and make full
and tried every build flag in Xcode (Release
, MinSizeRel
, Debug
) and they all work fine on my system but they appear as broken on everyone else’s computers. Inspecting the files closely within the compiled Blender.app
package and comparing it to the official ones, it seems as though they have the same number of files.
I believe that Xcode and make aren’t linking libraries properly but I have no idea how to do this. The -WITH_INSTALL_PORTABLE=YES
and -WITH_STATIC_LIBS=YES
Cmake flags don’t seem to exist on macOS so I can only assume this is done by default. Again, I’ve followed the instructions every step of the way and have tried messing with Cmake and I just don’t have any luck. I am building arm64 builds from my M1 machine and Intel builds through Rosetta 2 on my M1 machine. Both modes compile without errors. I have also tried compiling on an Intel mac and it’s the same story.
Any Blender devs, what are your exact steps to produce the final macOS release image and what can I do to ensure it is as compatible with other peoples’ systems as possible? Please help I’m losing too much sleep over this lol