Has this feature landed yet in this alpha? I didn’t see mention of it in the release notes.
Yes, please… I’m only waiting for it to test the Alpha! Is there any estimative?
Current estimate is 2019.3.0a5 - a6, so around 2 - 3 weeks from now.
Yippee! I absolutely can’t wait! This is gonna open up a whole new world of possibilities!
@LeonhardP would he possible to create plugins without precompiling them? I mean be able to behave like iOS or Android where we can put in Unity .h .mm and .java files and make Unity compile them for us.
I think you can already do this if you’re using IL2CPP scripting backend. See this: https://docs.unity3d.com/Manual/macOSPlayerCPlusPlusSourceCodePluginsForIL2CPP.html
I meant in Objective C like on iOS.
We should be able to support .m and .mm files if you put them in Unity project. If that doesn’t work, mind submitting a bug report?
Bump. a6 is out now, any word if this feature has shipped?
It landed to alpha 7 last week. So you should be able to get your hands on it next week.
Thanks for the update.
It’s here in a7!
- OSX: Unity can now generate Xcode project for macOS standalone build
First impressions:
- When I build it doesn’t create a folder. It would be nice if it put all of the contents into a folder automatically.
- I don’t seem to have access to the source code like it is on iOS. I was hoping that we would have access to more source code this way, just like how on iOS I can modify AppDelegate and stuff like that. @Tautvydas-Zilys Any chance this will be exposed?
Unity’s macOS support doesn’t really have the same source code structure as iOS does. What specifically would you like exposed?
Does it have a layer written in Objective C? If so that would be what to expose. I’d like to see the NSWindow class. Also I’d like control over the dark mode and NSMenu visibility.
There is an Objective C layer but historically it was not designed to be exposed and customizable. It’s a good feedback and we’ll think about what can be done. We also considering adding more control over NSMenu but nothing specific yet.
I was happy to find that Unity 2019.3 was able to generate codesigned XCode projects ready for upload to the Mac App Store, which I thought would have fixed the nightmarish and currently impossible process of uploading correctly packaged apps to the Mac AppStore.
Unfortunately, it still doesn’t seem to work properly.
When I make a build with the Scripting Backend IL2CPP I get the following error:
…
.app/Contents/Frameworks/GameAssembly.map: No such file or directory
and when I build with the Scripting Backend Mono I get the following error:
.app/Contents/Frameworks/MonoBleedingEdge: bundle format unrecognized, invalid, or unsuitable
Either way, it seems like an insurmountable problem, yet again, to clear this hurdle.
I have tried innumerable permutations in order to get it codesigned correctly but it always stops at one of these two points.
Any idea if there will be a way around this block in future updates?
Does this feature mean it would be possible to upload and sign an app using just a windows pc?
A mac is still required in order to build the project and codesign executables.
Would you mind sharing your build logs? In Xcode go to Report navigator and press Save button in order to export the log. Also some repro steps would be helpful.
When I build with the IL2CPP, it won’t complete the build and I have attached the Report log Below.
When i build with the Mono Scripting Backend it will successfully build and play it, but it fails on the last codesign upon validation here: (reports also attached)
}
2019-07-16 14:14:37 +0000 Writing entitlements for <IDEDistributionItem: 0x7f8ad601b030 ‘XXXXXX.XXXXX’ ‘<DVTFilePath:0x7f8ad4ef8840:’/Users/XXXXXXXXXLibrary/Developer/Xcode/Archives/2019-07-16/XXXXXXXX16-07-2019, 16.13.xcarchive/Products/Applications/XXXXXXXX.app’>'> to: /var/folders/22/dn5q5z554p91s14y49gqklxw0000gn/T/XcodeDistPipeline.suv/entitlements7F1N81
2019-07-16 14:14:37 +0000 Running /usr/bin/codesign ‘-vvv’ ‘–force’ ‘–sign’ ‘FAB1C0720E4AD302A0B84460E1E5329355BAF35E’ ‘–preserve-metadata=identifier,flags’ ‘–entitlements’ ‘/var/folders/22/dn5q5z554p91s14y49gqklxw0000gn/T/XcodeDistPipeline.suv/entitlements7F1N81’ ‘/var/folders/22/dn5q5z554p91s14y49gqklxw0000gn/T/XcodeDistPipeline.suv/Root/Applications/XXXXXXX.app’
2019-07-16 14:14:38 +0000 /var/folders/22/dn5q5z554p91s14y49gqklxw0000gn/T/XcodeDistPipeline.suv/Root/Applications/XXXXXXX.app: code object is not signed at all
In subcomponent: /private/var/folders/22/dn5q5z554p91s14y49gqklxw0000gn/T/XcodeDistPipeline.suv/Root/Applications/XXXXXXXXX.app/Contents/Frameworks/MonoBleedingEdge/etc/mono/config
2019-07-16 14:14:38 +0000 2019-07-16 14:14:38 +0000
2019-07-16 14:14:38 +0000 /usr/bin/codesign exited with 1
2019-07-16 14:14:38 +0000 2019-07-16 14:14:38 +0000
I tried removing the Unity IAP ( made no difference ). It was originally an IOS project that was converted to Mac build. It used to have GoogleMobileAds which I subsequently removed. Its Linear color space and Auto Api for Mac.
4752650–451145–Build target BattleTrain_2019-07-16T16-01-17 (IL2CPP).rtf.zip (250 KB)
4752650–451151–BattleTrain_2019-07-16_16-13-54.604.xcdistributionlogs (Mono).zip (38.7 KB)