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  1. Location
    Great Britain
    Posts
    6,225
    I'm afraid it doesn't work.


  2. Location
    FL - USA
    Posts
    357
    Hello

    It is possible to Archive the application using the "productbuild" command which signs the application and creates the installer.

    However, if we don't want our games to get copied we need to validate the App Store Receipts at startup "immediately after the application is launched, before displaying any user interface or spawning any child processes".

    As far as we understand, this is not possible with Unity 3.0.

    So here we need Unity folks to assign this extra-feature the highest priority. This is a must have, and we need it as soon as possible in order to take advantage of early Store entrance.
    Andres Martinez
    baKno Games
    www.bakno.com


  3. Location
    Great Britain
    Posts
    6,225
    Fresh in, you can do it! however it wants the latest xcode. Source: http://www.blitzmax.com/Community/posts.php?topic=92471

    Quote:

    Code signing appears to work now, including for BlitzMax apps! You just have to delete your dev certs, regenerate them, and issue the code signing command.

    Here's what I did after regenerating the certs. There's some data you have to modify in the info.plist file to get it accepted at the store, but that's all in the Apple docs and doesn't impact signing directly.

    codesign -f -s "name of your dev cert" appname.app


    Keep in mind that you have to recompile your app with the newest version of Xcode installed, so you can't just sign a game you made years ago. You have to compile it fresh and then sign that.

    I haven't tried the tool above because the command line is good enough for me, but since I think that app is just running that same command it should work fine.


  4. Location
    San Antonio
    Posts
    161
    Is there a launch date for the Mac software store yet?


  5. Location
    Great Britain
    Posts
    6,225
    scheduled to launch between November 2010 and mid January 2011 apparently.


  6. Location
    FL - USA
    Posts
    357
    There are six things required to create a valid package for submission, and two of them cannot be done via plugin or scripts...

    Developer
    - Edit the info.plist to add the application categories
    - Sign the application
    - Create and sign the installer package
    - Validate the App Store Receipts at runtime

    Unity Only
    - Validate the App Store Receipts at startup before showing any user interface
    - Change the Preferences file name and path to a valid one

    Does anyone know if Unity is taking care of this?
    Andres Martinez
    baKno Games
    www.bakno.com


  7. Location
    Zürich, Switzerland
    Posts
    25,088
    There is no Mac AppStore Support at the time so the answer is no

  8. Volunteer Moderator
    Posts
    17,426
    I'm pretty sure someone did say that they were working on it or at least looking into it.

    --Eric


  9. Location
    Omaha, Nebraska
    Posts
    26

    Mac App Store support would be a nice Christmas present!

    We have a couple of games we think would run well on the Mac. If anyone wants to collaborate on getting this to work, please let us know.
    --
    App Developer
    SkyVu Pictures
    xcode@skyvu.net
    http://www.skyvu.net


  10. Location
    Italy
    Posts
    417
    News?

    It seems we will see Mac App Store before than expected.
    http://www.nuoxygen.com/

    Unity Pro + iOS Pro + Android Pro + Asset Server


  11. Location
    Zürich, Switzerland
    Posts
    25,088


  12. Location
    Italy
    Posts
    417
    Mac App Store officially will open January 6:

    http://www.apple.com/pr/library/2010...cappstore.html

    I hope Unity will support as soon as possible Mac App Store distribution.
    http://www.nuoxygen.com/

    Unity Pro + iOS Pro + Android Pro + Asset Server


  13. Location
    Indianapolis, USA
    Posts
    1,106
    1. Build in Unity for Mac Intel Only

    2. Show Package Contents of the .app

    2.a. Edit Info.plist
    <key>CFBundleShortVersionString</key>
    <string>1.0.0</string>
    <key>LSApplicationCategoryType</key>
    <string>public.app-category.puzzle-games</string>
    <key>NSHumanReadableCopyright</key>
    <string>(c) 2010 Iterations Software LLC. All rights reserved.</string>
    <key>CFBundleIdentifier</key>
    <string>com.oneiteration.zenofclover</string>
    <key>CFBundleVersion</key>
    <string>1.0.0</string>

    2.b. Replace Resources/UnityPlayer.icns with one that is 512x512

    2.c. Change permissions on /Data for "everyone" from "no access" to be "Read only"

    3. In Terminal...

    3.a. codesign -f -s "3rd Party Mac Developer Application: randy edmonds" ZenOfClover.app

    3.b. productbuild --component ZenOfClover.app /Applications --sign "3rd Party Mac Developer Installer: randy edmonds" zenofclover.pkg

    3.c. Delete the .app file after productbuild has created the .pkg (or the installer test will not work)

    3.d. sudo installer -store -pkg ZenOfClover.pkg -target /

    4. Verify that your app is installed in Applications

    5. Ready to submit the .pkg to iTunes Connect!
    http://www.AppHands.com
    Available for contract iOS development (Objective-C and/or Unity3D)

    "Our life is frittered away by detail... simplify, simplify."
    -Henry David Thoreau


  14. Location
    Munich
    Posts
    67
    I tried to follow your instructions but encoutered an problem i cant solve.

    Everything went fine until i want to install the package. The installer runs to the end and says "installation successful" but when i look into my Applications folder there is no game installed. Even when i search my whole mac for a file i cant find one.
    If i run the package manually with a double click i get the Error :

    There was an error reading the package
    JavaScriptError

    Any clue what i am doing wrong?


  15. Location
    Perth, Australia
    Posts
    320
    Thanks for posting Randy - I'll give it a shot!
    Simon Edis - Ezone.com
    _________________________________________

    Unity iPhone Games: Diversion | Crazy Snowboard | Turkey Blast Reloaded | Scarecrow | Galactic Gunner


  16. Location
    Murrieta, California
    Posts
    46
    Unity should build their own app store.


  17. Location
    Hampshire, UK
    Posts
    942
    Has your App been accepted, Randy? My game doesn't use PlayerPrefs so I should be ok on that score, but I'm wondering whether Apple are rejecting for not doing the DRM check. It would encourage me a bit if other Unity apps are being approved.
    Experienced Game Developer Available for Freelance/Contract Work - My Portfolio


  18. Location
    Indianapolis, USA
    Posts
    1,106
    Quote Originally Posted by sybixsus2 View Post
    Has your App been accepted, Randy? My game doesn't use PlayerPrefs so I should be ok on that score, but I'm wondering whether Apple are rejecting for not doing the DRM check. It would encourage me a bit if other Unity apps are being approved.
    Im still Waiting For Review.
    http://www.AppHands.com
    Available for contract iOS development (Objective-C and/or Unity3D)

    "Our life is frittered away by detail... simplify, simplify."
    -Henry David Thoreau


  19. Location
    FL - USA
    Posts
    357
    I'm wondering whether Apple are rejecting for not doing the DRM check
    Receipt validation is optional.
    Andres Martinez
    baKno Games
    www.bakno.com


  20. Location
    Indianapolis, USA
    Posts
    1,106
    My app was rejected! (bummer)
    It seems that both of the problems are issues that are going to have to be fixed by Unity.
    Please give me your opinion.

    This is the message I received from Apple....


    We've reviewed Zen Of Clover *and are unable to post this version to the App Store because it is using a private API. *The use of non-public APIs is not permissible, as documented in section 2.5 of the App Store Review Guidelines <https://developer.apple.com/appstore/mac/resources/approval/guidelines.html>. We have included additional details below to help explain the issue, and hope you’ll consider revising and resubmitting your application.

    Using private APIs can lead to a poor user experience should these APIs change in the future. The non-public API, thread_stack_pcs, that is included in your application comes from the following private Apple frameworks - libSystem.B.dylib.

    For discrete code-level questions, you may opt to consult with Apple Developer Technical Support at <http://developer.apple.com/support/resources/technicalsupport/>. To ensure that Developer Technical Support can best help you, please be sure to include any logs, screenshots, or steps to reproduce the issues you’ve encountered.


    Furthermore, we cannot post this version to the App Store because your application is creating files in the incorrect directories. This is not in compliance with the App Store Review Guidelines <https://developer.apple.com/appstore/mac/resources/approval/guidelines.html>

    * *2.30 Apps that do not comply with the Mac OS X File System documentation will be rejected

    The application is creating files or writing to ~/.wapi. **Please review the section "File-System Usage Requirements for the App Store" on this page
    http://www.AppHands.com
    Available for contract iOS development (Objective-C and/or Unity3D)

    "Our life is frittered away by detail... simplify, simplify."
    -Henry David Thoreau