Compiling for X11 (Linux, *BSD)


For compiling under Linux or other Unix variants, the following is required:

  • GCC or Clang
  • Python 2.7+ (Python 3 only supported as of SCons 3.0)
  • SCons build system
  • pkg-config (used to detect the dependencies below)
  • X11, Xcursor, Xinerama, Xi and XRandR development libraries
  • MesaGL development libraries
  • ALSA development libraries
  • PulseAudio development libraries (for sound support)
  • Freetype (for the editor)
  • OpenSSL (for HTTPS and TLS)
  • Optional - libudev (build with udev=yes)
  • Optional - yasm (for WebM SIMD optimizations)

See also

For a general overview of SCons usage for Godot, see Introduction to the buildsystem.

Distro-specific oneliners

pacman -S scons libxcursor libxinerama libxi libxrandr mesa glu alsa-lib pulseaudio freetype2 yasm
Debian / Ubuntu
sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \
    libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libfreetype6-dev libssl-dev libudev-dev \
    libxi-dev libxrandr-dev yasm
sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
    libXi-devel mesa-libGL-devel alsa-lib-devel pulseaudio-libs-devel freetype-devel openssl-devel \
    libudev-devel mesa-libGLU-devel yasm
sudo pkg install scons pkg-config xorg-libraries libXcursor libXrandr libXi xineramaproto libglapi \
    libGLU freetype2 openssl yasm
emerge -an dev-util/scons x11-libs/libX11 x11-libs/libXcursor x11-libs/libXinerama x11-libs/libXi \
    media-libs/mesa media-libs/glu media-libs/alsa-lib media-sound/pulseaudio media-libs/freetype \
urpmi scons task-c++-devel pkgconfig "pkgconfig(alsa)" "pkgconfig(freetype2)" "pkgconfig(glu)" \
    "pkgconfig(libpulse)" "pkgconfig(openssl)" "pkgconfig(udev)" "pkgconfig(x11)" "pkgconfig(xcursor)"\
    "pkgconfig(xinerama)" "pkgconfig(xi)" "pkgconfig(xrandr)" "pkgconfig(zlib)" yasm
pkg_add python scons png llvm yasm
sudo zypper install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
        libXi-devel Mesa-libGL-devel alsa-devel libpulse-devel freetype2-devel openssl-devel \
        libudev-devel libGLU1 libpng-devel yasm
sudo eopkg install -c system.devel scons libxcursor-devel libxinerama-devel libxi-devel \
    libxrandr-devel mesalib-devel libglu alsa-lib pulseaudio freetype2-devel pulseaudio-devel yasm


Start a terminal, go to the root dir of the engine source code and type:

user@host:~/godot$ scons -j8 platform=x11

A good rule of thumb for the -j (jobs) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the -j option to any SCons command you see below.

If all goes well, the resulting binary executable will be placed in the “bin” subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager.


If you wish to compile using Clang rather than GCC, use this command:

user@host:~/godot$ scons platform=x11 use_llvm=yes

Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build.


If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option target=release_debug.

Building export templates

To build X11 (Linux, *BSD) export templates, run the build system with the following parameters:

  • (32 bits)
user@host:~/godot$ scons platform=x11 tools=no target=release bits=32
user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32
  • (64 bits)
user@host:~/godot$ scons platform=x11 tools=no target=release bits=64
user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64

Note that cross compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment.

To create standard export templates, the resulting files must be copied to:


and named like this (even for *BSD which is seen as “Linux X11” by Godot):


However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:


You don’t even need to copy them, you can just reference the resulting files in the bin/ directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced.