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  1. Location
    Indianapolis, USA
    Posts
    1,106

    Submit Unity games to the Mac App Store!

    First you must register with Apple to be an official Mac developer (costs $99).
    http://developer.apple.com/devcenter/mac
    Then you must download OS X 10.6.6, Xcode 3.2.5 and Application Tools 1.1
    And, of course, you have to create your own App ID, Mac App and Installer Certificates. http://developer.apple.com/certificates/

    After you are all setup as an Apple developer (see above) and have your Unity game developed, follow these steps to package your game for the Mac App Store....

    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!


    I have an app submitted and "waiting for review". Hope it is accepted!
    Last edited by randyedmonds; 12-22-2010 at 11:15 PM.
    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


  2. Posts
    14
    I have used the same process when I submitted the Fairy Cubes to the Mac Store. Waiting for review...


  3. Posts
    405
    You, my good sir, are awesome.
    There's 11 types of people in this world, those who understand Unary, and those who don't.

    There's 10 types of people in this world, those who understand Binary, and those who don't.

    There's 3 types of people in this world, those who can count, and those who can't — er wait a minute...


    For Unity teaching and freelance info send me a PM.


  4. Posts
    37
    I tried following the instructions presented here and it seems like my isntaller isn't working properly. My app isn't showing up under /Applications, and I'm getting a couple of weird errors in the installer test.

    installer: Installation Check: Passed
    installer: Volume Check: Passed
    installer: Starting install
    installer: Install 0.0% complete
    2010-12-20 19:03:45.248 installer[5772:2403] PackageKit: *** Missing bundle identifier: /Library/Receipts/fbx20100_2_fbxextensionssdk_macos.pkg
    2010-12-20 19:03:45.250 installer[5772:2403] PackageKit: *** Missing bundle identifier: /Library/Receipts/fbx20100_2_fbxsdk_macos.pkg
    2010-12-20 19:03:45.252 installer[5772:2403] PackageKit: *** Missing bundle identifier: /Library/Receipts/Flip4Mac QuickTime Components.pkg
    2010-12-20 19:03:45.253 installer[5772:2403] PackageKit: *** Missing bundle identifier: /Library/Receipts/Flip4Mac Web Plugins.pkg
    installer: Install 5.3% complete
    installer: Install 23.0% complete
    installer: Install 28.5% complete
    installer: Install 100.0% complete
    installer: Finished install

    Any help?
    Programmer, Escalation Studios


  5. Location
    Zürich, Switzerland
    Posts
    25,088
    Are you sure you setup the bundle identifier under your Mac Developer Account correctly (and that your payment for your yearly subscriptiong went through) and that you don't have typos in the plist?


  6. Location
    Munich
    Posts
    67
    i got the same errors when i follow the guide. I read some where that the mac installer may be broken on snow leopard but have no proove for that and no fix. Just trying to get the package done on an other mac.

    But a solution for this bug would be very nice


  7. Location
    Middletown NY
    Posts
    181
    Nice!! I was wondering about this... shame Unity Tech has not add this into the build options yet. Some of us are lazy. :-)


  8. Location
    Munich
    Posts
    67
    an Update to the problem Tetrad and I had:

    I Updated Mac OS to the beta 10.6.6 build available in the Dev Center and now all works perfect.


  9. Location
    Paris
    Posts
    15
    I can call codesign with the certificates but productbuild is not available in the terminal. I'm not a MAC pro...but I have XCode 3.2.5.

    Is there something basic I'm missing (like adding certificates in XCode and so on) ?


  10. Posts
    37
    So I think the errors I was getting when testing the installer are pretty meaningless. I managed to fix them but on my iMac the installer still failed (as in, the app didn't show up in /Applications). I tried doing the same thing on my Macbook Pro and it worked fine. But the pkg I made on the other computer (which worked there) still didn't work on the iMac. So I'm leaning towards there's some kind of bug.

    Also Artial, you have to log into the mac dev center and download the "Application Tools". They just updated to 1.1 yesterday so maybe that'll fix some issues people were having...
    Programmer, Escalation Studios


  11. Location
    Paris
    Posts
    15
    Quote Originally Posted by Tetrad View Post
    Also Artial, you have to log into the mac dev center and download the "Application Tools". They just updated to 1.1 yesterday so maybe that'll fix some issues people were having...
    Many thanks, the App Tools 1.1 gives me the productbuild command!


  12. Location
    Indianapolis, USA
    Posts
    1,106
    The missing bundle identifier messages can be ignored... however if you are not seeing your app in /Applications, it is probably because you didn't do step "3.c".

    For whatever reason, if you .app is located anywhere else on your Mac, the installer does not write the app to /Applications... instead the installer will overwrite the .app in the location it already exists. From my experience, YOU HAVE TO DELETE every copy of the app from your machine or the installer will not write to /Applications. I suggest you use Spotlight to search for copies of your app and remove them all.
    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


  13. Posts
    37
    Just got a rejection letter in regards to using a private API (thread_stack_pcs) and playerprefs being saved to the wrong place.
    Programmer, Escalation Studios


  14. Location
    Canada
    Posts
    14
    Is this after you built with the latest 3.2.02b Unity beta build?


  15. Posts
    37
    That was with the latest released version. I'm not aware of any beta version.
    Programmer, Escalation Studios


  16. Location
    Canada
    Posts
    14
    Go here and PM mantasp for the latest version:
    http://forum.unity3d.com/threads/644...l=1#post461654

    Hopefully that addresses your problem and you should have tomorrow to submit your app before the deadline.


  17. Posts
    227
    Our game is on Mac App Store:

    http://itunes.apple.com/us/app/mr-ha...561?mt=12&ls=1

    I use his method:

    http://technology.blurst.com/unity-g...mac-app-store/

    I do NOT use variables such as "$version" or "$game" but instead of "1.0" or "Mr. Hair".
    Air Afro-The Most Addictive match type game you must have.


  18. Location
    USA
    Posts
    15
    Hi, all. I'm putting together my first Mac App Store submission and I'm following the instructions Randy and every have put together here and everything goes fine until I get to the step where I create the signed installer:

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

    When I enter this command int the terminal, it throws an error indicating that it doesn't recognize the --sign option, starting like this:

    e.g. productbuild: unrecognized option `--sign 3rd Party Mac Developer Installer: (etc.) ...

    I know that I have the strings right because they (or similar ones) worked when I used them in executing the codesign command in the terminal. And I do indeed have both my App and Installer certificates installed in the keychain.

    So, anyone have any idea what might be going on here? Oh, please? ;-)
    Last edited by gigaplay; 05-11-2011 at 08:08 PM.


  19. Location
    USA
    Posts
    15
    I think the problem may be that I don't have Application Tools 1.1 installed.

    Unfortunately, Apple pulled that download apparently when they released XCode 3.2.6 and SDK 4.3 - which doesn't like Unity so I can't upgrade to it.

    Does anyone have a copy of the Application Tools 1.1 installer lying around that they could share with me? :-)


  20. Location
    Portland, Oregon
    Posts
    1,150
    I'm having what appears to be the same problem.

    When I enter the "productbuild --component ... -sign ..." line in the terminal to sign and build the package, I get an error stating that "--sign" is an unrecognized command.

    I'm using the last drop of XCode 3.x and SDK 4.3 but haven't installed Application Tools 1.1 since those files are no longer available. I assume that the stuff they added was incorporated into the final XCode 3.x build - is that wrong?

    Any help would be greatly appreciated!