I’m distributing a Windows desktop app directly to users. It works fine except that it posts a scary “Unknown Publisher” dialog when you go to run it.
I’ve just worked out how to code-sign my Mac apps to avoid the same problem there.
But for Windows, I haven’t been able to find any similarly straightforward explanation. There’s a lot about porting your Unity app to Windows Phone (which I’m certainly not doing) and preparing for Windows Store (which I don’t think I care about either). I just want to sign the app.
I did find this StackOverflow question about signing a Windows exe. It may be a little out of date, though. And surely, given the size of the Unity community, there’s somebody who has written this up for Unity devs in particular? (Not sure if it makes any difference that we’re developing in Unity, but who knows, it might.)
Thanks,
- Joe