Hey all, I recently went through the process of packaging a Unity build for the Mac App Store, to streamline the process I wrote a little Unity plugin which I've uploaded on GitHub should anyone find it helpful! https://github.com/luke161/Unity-MacAppStoreBuilder It basically takes the steps outlined here and automates the packaging/signing inside of Unity, so you can set everything up inside the editor and include it in your normal build pipeline.
I will definitely give your script a try, thanks! Also take a look at this plugin: https://www.assetstore.unity3d.com/en/#!/content/54970
I'm getting two errors when I select the build during the 'Run the build tools' step: Parent directory must exist before creating asset at Unity-MacAppStoreBuilder-master/Assets/MacAppBuilder/MacAppBuilderSettings.asset. UnityEditor.AssetDatabase:CreateAsset(Object, String) MacAppBuilder:Build(String) (at Assets/Unity-MacAppStoreBuilder-master/Assets/MacAppBuilder/Editor/MacAppBuilder.cs:55) MacAppBuilder:MenuBuild() (at Assets/Unity-MacAppStoreBuilder-master/Assets/MacAppBuilder/Editor/MacAppBuilder.cs:26) UnityException: Creating asset at path Unity-MacAppStoreBuilder-master/Assets/MacAppBuilder/MacAppBuilderSettings.asset failed. MacAppBuilder.Build (System.String applicationPath) (at Assets/Unity-MacAppStoreBuilder-master/Assets/MacAppBuilder/Editor/MacAppBuilder.cs:55) MacAppBuilder.MenuBuild () (at Assets/Unity-MacAppStoreBuilder-master/Assets/MacAppBuilder/Editor/MacAppBuilder.cs:26) I have Mac App Store Validation checked (App does not open when I do this, is that normal? If it's unchecked, it opens fine.) This is the MacAppStoreBuilder folder inside my Unity project: