The latest update on this issue is that there has been no progress. If I create a new project and try to build it into a Mac executable, I always get the hang behavior I described earlier. If I build the racing tutorial, it works. I’d love to know what the difference is between my projects and theirs.
I submitted my project to OTEE last week and have heard back nothing. This is disappointing to me. It would be very helpful just to know for instance if they get the same behavior when they build my project or not.
Frankly, I’m concerned, both for my project and for Unity itself. First, my project: I’ve spent every moment of my spare time for the last three weeks trying to make a game for the OMG contest. And it’s been thrilling to see how I can do with Unity something that would have taken me three times as long without it. But it’s for nothing if I can’t build an executable.
My concern for Unity itself is that it shows so much promise. The one obstacle for me adopting it has always been the question of dependence: if I use an open engine, whether I develop it or buy it from someone else, then if (say) Apple releases an OS update that breaks my games, I can at least investigate and hopefully fix it. With a third-party tool like Unity I’d be almost entirely dependent on OTEE.
Based on responsiveness in this forum to other issues I’d considered OTEE’s support to be top-notch. But my show-stopper hasn’t merited any response yet, and I see another thread where a couple of users claim that Unity and Gooball stopped running on their systems entirely. No response to them either, unless it was done off-line.
I hope that over time OTEE can develop a standard operating procedure for strange support issues like these. Suggestions like, “try testing under a new OS X login” can help isolate problems like these. I’m willing to try out reasonable suggestions anyone makes; I didn’t expect OTEE to necessarily be able to solve it right away, particularly when most people are not having the same problem.
I hope this post isn’t taken as just me whining. I really like Unity and was about five minutes away from committing to it for my projects. Now I’m just thankful that I tried to build an executable before shelling out the money. It’s a shame… Convincing game developers and publishers to rely on OTEE is OTEE’s greatest hurdle, I think. The engine is cool and we’ve seen some great toys being made with it, but I think it’ll really take off when you have some successful, published games that use it. That will be the best demonstration of Unity’s viability. But all it will take is a release or two where there are widely publicized problems, and suddenly developers, publishers, and gamers will avoid the name Unity.
So my long message here isn’t just a plea to solve my problem, because my project is probably not going to make or break Unity’s reputation (although you never know where the next hit game will come from.) It’s out of a general concern for what I think is a really nifty, time-saving tool. I’d like it to succeed.
(I hope I’m striking the right note with this message; I’m on cold medications so I may come back tomorrow and reread what I wrote with horror. 
Sincerely,
Matt