…and right away it says for me to make an iconset – but the Mac build I did with Unity 5.4 has an iconset already. So if that’s wrong, how can I trust anything else on the page?
Is there some page with good/valid info on publishing a Mac build to the MAS?
I would love this too … I tried to follow those directions and for me it kept error-ing out on the iconset steps. Anyone released to Mac recently that can clarify?
Thanks, Daniel. But I’m still hoping someone from Unity will come by and point me to where they’ve posted up-to-date info for doing this. That they don’t makes me wonder what’s going on – do people not use Unity for making games for the Mac App Store?
I wish they would have a forum thread for this tool. I don’t want to bother asset publishers with emails just because I am too stupid to use their tool, a forum works 24/7 by showing old Q&A which usually is enough.
Yes I spoke to developer and used this tool, saved me hours or work.
Make sure u download latest release as it contains a crucial fix.
Forgot Unity guys they dont give a s@@@ when comes to OSX.
Cant even be asked to update most there documents related to mobile platforms.
There main focus seems PC and engine itself…
I made a Mac App Store/OS X guide for myself after scouring the internet. It may be a bit difficult to follow, but here it is, in case it’s helpful!
David
Icon
PNG files should NOT have their color profile data removed. Don’t use “Save for Web.” Create icns file using XCode: make a dummy project, open Assets.xcassets, and fill in the information. Build the app and open it to extract the icns file.
Process
I had trouble using Signed exclusively, so I ended up building with Signed and trying to sign it, which created the plist file. I then followed the guide below, creating a .entitlements file and codesigning via the Terminal. I then submitted with Application Loader, and the build was accepted.
Build using “Signed” in Unity.
Update any relevant settings, such as the build number.
Click the “Sign” button in Unity.
Replace the PlayerIcon.icns and UnityPlayerIcon.png icon files with mine.
Copy the .entitlements file to the same folder as the game’s .app.
Ensure that permissions are correct: chmod -R a+xr “{YOUR APP NAME}.app”
Codesign via the Terminal: codesign -f --deep -s “3rd Party Mac Developer Application: {YOUR COMPANY NAME}” --entitlements “{YOUR APP NAME}.entitlements” “{YOUR APP NAME}.app”
Create an installer package: productbuild --component “{YOUR APP NAME}.app” /Applications --sign “3rd Party Mac Developer Installer: {YOUR COMPANY NAME}” “{YOUR APP NAME}.pkg”
Distribute Outside Mac App Store
Must codesign app with a Developer ID certificate, otherwise Gatekeeper will throw an error on Gatekeeper-enabled Macs. macOS Sierra made this more important, as the option to run non-signed apps is hidden from the user (need to right-click the app and choose “Open”). Simplest way to sign is via the Terminal. Signing should be the very last step. Swapping out icon or plist files inside the app bundle after signing will cause Gatkeeper to prevent the app from being run.
many thx BrainAndBrain!!!
The Unity guy’s are not able to help here… so many many thx for the guide!!!
… btw. something is changing @ Unity HQ… don’t know what… but Mac support is far from ideal…
was much much better year’s ago… also the forum… so many unanswered questions… duhhh
best is there are not much forum mod’s… i only know one from long time ago.-… the others are gone because… you know…
M.
thanks so much … reallythanks … fix it …
now i got a last problem
submiting
.
ihave 3weeks trying with submit…
please any idea ?
Even if I have to pay …but ineed to submit this educational app
or some company online to give my app to mac using my account please ?
any idea please ?
PD: i erase everything certificates … and profiles and try over and overagain
i bought this asset too … here
but always thos errors … entitlemnts and provision profile