I believe I downloaded the source code from the master branch here: https://github.com/godotengine/godot

I ran the following commands:

scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)

cp -r misc/dist/osx_tools.app ./Godot.app

mkdir -p Godot.app/Contents/MacOS

cp bin/godot.osx.tools.x86_64 Godot.app/Contents/MacOS/Godot

chmod +x Godot.app/Contents/MacOS/Godot

mkdir -p Godot.app/Contents/Frameworks

cp /Users/admin/VulkanSDK/1.2.176.1/macOS/lib/libMoltenVK.dylib Godot.app/Contents/Frameworks/libMoltenVK.dylib

Everything compiled without errors. When I click the .app file the Godot icon appears in the doc trying to run, but no editor appears...

Which macOS version and architecture are you using (x86 or ARM)?

Do you get any specific messages when running the Godot binary from the terminal? (You don't need to put it within an .app bundle to do that.)

@Calinou I'm on x86, OSX Big Sur 11.6.2.

 ./godot.osx.tools.x86_64
Current path: /Users/admin/Downloads/godot-master/bin
Godot Engine v4.0.alpha.custom_build - https://godotengine.org
Vulkan API 1.2.189 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GT 750M
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3):
Compilation failed: 

program_source:190:44: error: use of undeclared identifier 'spvSwizzleConstants'
    constant uint* sdf_vec_texturesSwzl = &spvSwizzleConstants[0];
                                           ^
program_source:191:47: error: use of undeclared identifier 'spvSwizzleConstants'
    constant uint& height_field_textureSwzl = spvSwizzleConstants[7];
                                              ^
.
ERROR:  - Message Id Number: 0 | Message Id Name: 
	VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3):
Compilation failed: 

program_source:190:44: error: use of undeclared identifier 'spvSwizzleConstants'
    constant uint* sdf_vec_texturesSwzl = &spvSwizzleConstants[0];
                                           ^
program_source:191:47: error: use of undeclared identifier 'spvSwizzleConstants'
    constant uint& height_field_textureSwzl = spvSwizzleConstants[7];
                                              ^
.
	Objects - 1
		Object[0] - VK_OBJECT_TYPE_SHADER_MODULE, Handle 140716439890144
   at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:159)
[mvk-error] VK_ERROR_INVALID_SHADER_NV: Compute shader function could not be compiled into pipeline. See previous logged error.
ERROR:  - Message Id Number: 0 | Message Id Name: 
	VK_ERROR_INVALID_SHADER_NV: Compute shader function could not be compiled into pipeline. See previous logged error.
	Objects - 1
		Object[0] - VK_OBJECT_TYPE_PIPELINE, Handle 140716439901856
   at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:159)
ERROR: vkCreateComputePipelines failed with error -1000012000.
   at: compute_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6706)
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Compiler encountered an internal error.
ERROR:  - Message Id Number: 0 | Message Id Name: 
	VK_ERROR_INITIALIZATION_FAILED: Render pipeline compile failed (Error code 2):
Compiler encountered an internal error.
	Objects - 1
		Object[0] - VK_OBJECT_TYPE_PIPELINE, Handle 140716409369088
   at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:159)
ERROR: vkCreateGraphicsPipelines failed with error -3 for shader 'ClusterRenderShaderRD:0'.
   at: render_pipeline_create (drivers/vulkan/rendering_device_vulkan.cpp:6594)

The editor does show up now, but its black and the error message above is spammed continuously. Thanks for the help!

I'm not sure if MoltenVK supports NVIDIA Kepler GPUs. These GPUs' mobile variants already don't support Vulkan on Windows since their drivers have been EOL since a while ago.

Apple hasn't used NVIDIA GPUs in their Macs since late 2012, which means they are pretty old by now. In fact, I'm surprised macOS Big Sur is even available on your machine in the first place (unless it's a Hackintosh?).

You'll likely have to stick to Godot 3.x until the OpenGL renderer for Godot 4.x is finalized.

  • Reve replied to this.

    @Calinou okidokie thanks for the clarification. Its a 2013 macbook pro retina incase you're curious

    4 months later

    Calinou Do you think one could get around this problem by compiling on windows or linux? Or is it time for a new computer?
    Thanks

    You could compile on Windows or Linux, but the app wouldn't work on your Mac, for the same reason it doesn't compile.

    • Reve replied to this.

      Just a heads-up, I bought the 2020 Macbook Air (good deal $800) and it's super slow for Godot. Even 3.x is pretty choppy and 4.0 works, but is also slow. Granted, this was the cheapest one I could find that was still okay, I only use it to export and sign builds, but it would not be acceptable as my only machine. The MBP is probably a little better, but honestly, Apple products are pretty bad for game development, especially for the money. You could get a Windows/Linux laptop in the $2,000 range that would likely blow the Mac away for games, at half the price.

      cybereality huh I wonder if thats why my godot editor scrolls so weird. but yeah my next comp is gonna be a pc. Gonna wait for etherium to switch to proof of stake to buy a gpu. I figure miners are going to be selling all their stock at once. until then I guess im using bootcamp. thanks!

      Crypto already crashed, you can get GPUs for normal prices now, or cheap used on eBay.

      5 months later