Hi Pierre Marie!
Would you have a step by step guide on how to use your tools for publishhing a unity mac app to the Mac App store?
I assumre it's not super straight forward but just wondering how complexe it might be.
thanks!
Anthony
Hi Pierre Marie!
Would you have a step by step guide on how to use your tools for publishhing a unity mac app to the Mac App store?
I assumre it's not super straight forward but just wondering how complexe it might be.
thanks!
Anthony
Hello
I don’t have a step by step guide specifically for macOS apps, but basically the steps should be equivalent. Are you experiencing difficulties ? If so, it means the workflow has certainly room for improvement.
Thanks for your reply!
Ok so let's say I compile a Mac Mono build with Unity, that gives me a .app folder.
If I input that folder at the top of iOS Project Builder's window, then the "build and deploy " button turns gray, indicating that the project is not a valid folder.
I also tried with the "Contents" subfolder.
If you have any idea of what I could try let me know thanks!
Anthony
Oh, I see. That's not the way I meant it to work.
If Unity creates .app folder for macOS apps now, it means they already build the app (circumventing the Xcode project step). You need now to take that .app folder, containing your pre-built macOS app, and upload it to the App Store. You don't need to "build it" a second time, that's why it has no effect if you try to open it in the builder UI.
This builder comes with an upload tool, but there's a catch. Most macOS app authors prefer distributing their Mac apps themselves (to save the App Store tax), under the form of downloadable .dmg images, that's why I haven't received any demand yet for implementing upload of macOS apps to the App Store. Up to today I was under the false impression that it was exactly the same. Not exactly - the input format of the upload tool for iOS is .ipa files, and for macOS it should be .app directories. And currently the upload tool only supports uploading .ipa files.
I would need to modify the iTunes Connect upload tool so that it also supports Mac app bundles.
If you prefer to distribute the app yourself instead, there are several ways this builder can help you do so, but you'll need to not let Unity build the app, but the Xcode project instead, and let the builder build, codesign and package your app into a redistributable .dmg file.
Thanks for the info!
Indeed there is a checkbox to export the xcode project instead of the .app folder.
I looked into the player settings in Unity and there is no place to input any certificate so I assume you have to codesign the .app yourself on a mac.
So building the xcode project I was able to input that in IOS PB, and it apparently codesigned the project and exported a zipped .app that I have yet to try on a Mac.
Here is the builder log: https://pastebin.com/fHahSiYD
Is that everything needed to distribute a valid Mac app ? or are there more steps required like the notarytool and stapler ?
Finally, are your cli tools able to create a .DMG package, or do I need a Mac for that ?
Besides, being able to upload on the Mac app store would be a great addition to your software I think, that's a good marketplace for any game or app!
Yes, this builder code signs Mac apps with your Apple developer certificate, which makes them suitable for running on any supported Mac (provided the proper permission settings are set to allow apps from other places than the Mac App Store). You can, indeed, distribute your app this way.
It does not notarize them, though (although the algorithm to do that is known, and detailed in pseudocode in the tool's source code). I haven't had the time to finish that when I was on it, and I later figured out that the demand was very low (I get one or two requests like yours a year, that's to say...)
Notarization would be a plus for distribution, as it would skip a warning dialog from macOS (the app being already known by Apple through notarization, all Macs would recognize it).
My CLI tools are totally able to generate a .dmg package: see the "makedmg" help from the command line. You can define a custom label and icon for your DMG and create a shortcut to the Applications directory. For custom backgrounds, it's a bit more complicated but still doable.
Sounds good, I was able to generate the .dmg thanks a lot!
If ever you do feel like doing to notarization and upload steps, or a wizard that would prepare the background/icon/label things automatically, that would make quite a few people happy I'm sure.
Keep up the great work!
Anthony
Thank you for these kind words. Well, if you can gather enough of these people to lobby me around, I might end up giving it some time just to stop their annoyance :)
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