Integrating Wwise to Unity-project broke Unity Cloud Build for macOS

I’m on a team developing a game in Unity and we decided to integrate Wwise to the project! We use the Unity Cloud Build service to make daily builds of the game.

We are currently developing for Windows and Mac. We have the following working:

Windows: Playing in Unity Editor with sound from Wwise

Windows: Building locally with sound from Wwise

Windows: Building with Unity Cloud Build with sound from Wwise

Mac: Playing in Unity Editor with sound from Wwise

Mac: Building locally with sound from Wwise

What doesn’t work is:

Mac: Building with Unity Cloud Build with sound from Wwise

Cloud build tells that the build is succesfull, but when trying to open the build on Mac, we get the following error:

“Default Mac desktop Universal” is
damaged and can’t be opened. You
should move it to the Bin.

We didn’t have the issue before integrating Wwise.

I noticed, that on the first build after integrating Wwise this line appeared in the build log:

63: [Unity] UnityEditor.OSXStandalone.CodeSigning.BundleSigner:LogSignErrorIfNeeded (UnityEditor.OSXStandalone.CodeSigning.SigningError) (at /Users/bokken/buildslave/unity/build/PlatformDependent/OSXPlayer/Extensions/Managed/CodeSigning/BundleSigner.cs:318)

Could be a lead.

I’ve also been looking around the internet and it might be related to this:

Could be a lead as well.

Any help would be highly appreciated, as we rely heavily on the Unity Cloud Build service!


We use:

Unity 2020.3.0f1

Wwise Integration 2021.1.1.7601.2102


This is deliberately crossposting from the Wwise forums, as I didn’t get any answers there: Integrating Wwise to Unity-project broke Unity Cloud Build for macOS - Community Q&A
(I will engage with both forums and cross-reference the correct answer on both sites.)

Only way I could get it working was by setting notarization up in the build pipeline. That solved it for me :slight_smile: