Download (it automatically creates .ZIP) to another PC.
Unblock the .ZIP, Extract the files, and run the .EXE file
What is the equivalent for a Mac user? The build seems to create a lot of files. Can the Mac user just download the .ZIP like the PC user? How do they run the program (what is the equivalent to the .EXE file?)
Thanks in advance for any help. You can’t possibly overestimate my ignorance on this topic.
Lot of files?! No, it should be a single application (ends in .app if you look at it closely enough, but usually this is hidden). Unlike Windows, which requires a “_Data” folder next to the .exe, on Mac nothing else is required.
Now, it’s true that the a .app is actually a folder, with a special “bundle bit” set that makes it look like a file in all ways an ordinary user can see it. That includes the Finder, all file dialogs, etc. To see it as a directory, you have to either use Terminal, or right-click and pick “Show Bundle Contents” from the contextual menu.
But anyway, yes, you just drag this single application (.app) bundle to another Mac, and double-click it to run. Compressing it in Zip format is also fine and quite standard.
OK, so now I have two replies that don’t seen to agree and neither really work for me. From some other reading I suspect that the reason I have so many files is that I have selected the “Build” option rather than the “Build and Run” option (which is not available since I am on a PC.) Apparently the “Run” part of the mac process is where the .app file gets built? Can someone confirm this?
Assuming that orb’s directions are better (although I will use Box.com site rather than USB stick) what should the Mac user do when they get the files since there still won’t be a .app file?
Pasted below is an image of the files and folders that were created.
Ah! You’re building on a PC. I normally build (for Mac, Windows, and Linux) on a Mac.
So what you have there is only a half-built app. In fact, it’s not an app at all — it’s an XCode project. I guess you have to take that to a Mac and compile it with XCode.
As it is, it’s of no use to anybody.
It looks to me like you’re going to need a Mac for your build process… and so if you want to simplify things, you might do your Linux and Windows builds there too, as I do. In that case this blog post might be useful to you.
If I’m not mistaken, doesn’t building from Unity on a Mac also just create the Xcode project? Or is that just for iOS builds? It occurs to me that I may never have actually built for the OS I use…
Actually, looking again at the screenshot, I believe the OP has made an iOS build as well. He said “Mac” but somehow clicked “iOS” (judging from the -iPad and -iPhone resource files).
JoeStrout is correct, I used the iOS build (mistakenly thinking that it would work on a stand-alone Mac.) Looking more closely I see that the same build I used for PC is also for Mac stand-alone. Unfortunately the “Target Platform” pull-down list only lists Windows:
I’m assuming that the Mac option is not available since I am on a PC? Or, can I load something to enable the Mac option?
Would Unity Cloud Build be a way around all of this?
methos5k: That worked. After some tweaking I got it to create a folder called “Roll-A-Ball.app” with a bunch of subfolders. Do I just give this to the Mac user?
While I was running the installer I added the Linux build as well. Any advice on delivering game to Linux users?
You zip it down and hope that it works. There should really be a dedicated build machine so that all permissions are correct when opened on the target systems though.
Right, as noted above an app is a folder with a .app extension, and the bundle bit set. Windows doesn’t have any concept of a bundle bit. The Finder (which is the Mac desktop & file browser) will probably see the .app extension and fix it automatically, but… @orb is right. You should, at a minimum, take this to a Mac machine and test it before zipping it up for distribution. And it’s probably better to do the builds there if you can.
As for Linux, just tar/gzip that puppy and send it out.