diff --git a/contributing/development/compiling/compiling_for_macos.rst b/contributing/development/compiling/compiling_for_macos.rst index b6295466671..9fde4f4f227 100644 --- a/contributing/development/compiling/compiling_for_macos.rst +++ b/contributing/development/compiling/compiling_for_macos.rst @@ -57,7 +57,7 @@ To compile for Apple Silicon (ARM64) powered Macs, use:: To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together:: - lipo -create bin/godot.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.tools.universal + lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and @@ -75,7 +75,7 @@ editor binary built with ``target=release_debug``:: cp -r misc/dist/macos_tools.app ./Godot.app mkdir -p Godot.app/Contents/MacOS - cp bin/godot.macos.tools.universal Godot.app/Contents/MacOS/Godot + cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot chmod +x Godot.app/Contents/MacOS/Godot codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app