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Document exporting projects for macOS (with code signing) #2739

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Calinou opened this issue Sep 3, 2019 · 8 comments
Closed

Document exporting projects for macOS (with code signing) #2739

Calinou opened this issue Sep 3, 2019 · 8 comments

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@Calinou
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Calinou commented Sep 3, 2019

Now that code signing is supported, we should have a page dedicated to exporting for macOS. The page would document how to sign projects for macOS (and other OS-specific caveats, if any).

@BastiaanOlij Has anything changed in macOS code signing since the pull request was merged? I'd like your input on this 🙂

@BastiaanOlij
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Owh that is going back down memory lane :)

No I think the code signing process is still the same but the next macOS will introduce notarising an application. I have not yet had time to dive into that, will soon have to for work so I'll let you know what I learn :)

@Calinou
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Calinou commented Nov 3, 2019

On that page, it would also be interesting to document how to debug an exported project (that is, running it from a terminal while getting standard output).

bruvzg said:

Right-click on the exported {Name}.app bundle -> "Show Package Contents", navigate to "Contents" -> "MacOS", double-click on {Name} executable (this won't work if there's dot in the name), or just use full path to the same executable for the existing terminal.

[stdout is] silenced if you run .app bundle, running executable inside it directly have normal stdout in both release and debug exports.

@jamie-pate
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jamie-pate commented Jan 29, 2020

Catalina now requires your exported app to be Notarized.

I found this script related to exporting, notarizing and signing:
https://gist.github.com/johngirvin/4e0fdc1e3651c3f15fc491810ecd911a

@dploeger
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dploeger commented Dec 8, 2020

Would this also include documentation about how the entitlements need to be set up? Basically, how the complete section in the exporter works?

2020-12-08 at 12 28

The tooltips there are pretty empty currently. 😄

@dploeger
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dploeger commented Dec 8, 2020

Ah, looking at the referenced issue, there's also some hints on these points. Maybe we can find an Apple site that documents those things and link to it.

@dploeger
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dploeger commented Dec 8, 2020

Well, actually those are the available entitlements, right? https://developer.apple.com/documentation/bundleresources/entitlements

Hm. Maybe we could even optimize that by creating that plist file directly from Godot. It can be just Xml really if I'm not mistaken. But that should be an issue in the engine project, right?

@Calinou
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Calinou commented Dec 8, 2020

The tooltips there are pretty empty currently. 😄

Like for editor settings, we can't have tooltips for export preset settings currently. Only project settings can have tooltips.

Hm. Maybe we could even optimize that by creating that plist file directly from Godot. It can be just Xml really if I'm not mistaken. But that should be an issue in the engine project, right?

There's a proposal about that: godotengine/godot-proposals#1459

@skyace65
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skyace65 commented Dec 5, 2021

This was fixed by #5105 and can be closed

@bruvzg bruvzg closed this as completed Dec 5, 2021
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