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Document exporting projects for macOS (with code signing) #2739
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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 :) |
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:
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Catalina now requires your exported app to be Notarized. I found this script related to exporting, notarizing and signing: |
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. |
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? |
Like for editor settings, we can't have tooltips for export preset settings currently. Only project settings can have tooltips.
There's a proposal about that: godotengine/godot-proposals#1459 |
This was fixed by #5105 and can be closed |
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 🙂
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