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Install on macOS

raylib-rs builds on macOS with the default Apple clang toolchain. Both Apple Silicon (M1/M2/M3) and Intel Macs are supported.

Prerequisites

  1. Rust 1.85+ — install via rustup.

  2. Xcode Command Line Tools — provides clang, ar, and the macOS SDK headers. Install once with:

    xcode-select --install
    

    If you already have a full Xcode install, the command line tools are bundled.

  3. CMake 3.15+ — the easiest way is via Homebrew:

    brew install cmake
    

    Alternatively, download the macOS DMG from cmake.org and add the bin directory to your PATH.

Install steps

# 1. Create a new project
cargo new my-raylib-game
cd my-raylib-game

# 2. Add raylib as a dependency
cargo add raylib

# 3. Build
cargo build

Replace src/main.rs with the hello-window snippet from the Quickstart and run with cargo run.

Apple Silicon vs Intel

Both architectures use the same build path. On Apple Silicon, macOS routes OpenGL calls through Apple’s Metal compatibility layer — performance is excellent for most use cases. The wayland and drm features are Linux-only and have no effect on macOS.

Troubleshooting

  • Framework linker errors (ld: framework not found OpenGL or similar) — your Xcode Command Line Tools may be out of date. Run xcode-select --install to reinstall, or update Xcode from the App Store, then re-run sudo xcode-select -s /Applications/Xcode.app/Contents/Developer.

  • xcrun: error: SDK not found — ensure the macOS SDK is present. Run xcrun --show-sdk-path to check. If it errors, reinstall the Command Line Tools.

  • Slow first build — the raylib-sys build script compiles the vendored raylib C source with CMake. Subsequent builds use the incremental cache and are much faster.