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Godot 4.2.1.mono: "Game.dylib" can't be opened because Apple cannot check it for malicious software #90397
Comments
Seems like .Net export is packing native libs to the PCK and extracting it in runtime, this is probably the reason lib is not signed correctly (but it should not be done in general, all libs should be inside bundle). I guess it was never detected before, since ad-hoc signed libs will work on the machine they were built. godot/modules/mono/godotsharp_dirs.cpp Lines 173 to 174 in 0c6b5ef
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Interesting enough I'm having the issue on the same machine I'm building and shipping the game from. Sorry I didn't mention that. |
So it should work if I disable it now? I'll give it a try :) |
There might be another issue with code singing ignoring files not it |
No, signatures seems to be perfectly fine. I do not see any issues with disabled embedding. Might be something wrong specifically with .Net 8 AOT (I can't get it to run in any conditions, .Net 6 w/o AOT seems to be working fine), or it's App Store / Test Flight doing something with signatures. |
Tested versions
System information
Godot v4.2.1.stable.mono - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
Hi all
I've been struggling for a couple of days now to get my game working after I uploaded it to App Store Connect and downloading it via Test Flight.
The export to macOS App Store Connect works fine and as expected, however, after downloading and running the game via Test Flight, I get the following error (I can click either button, the game will not crash, until later):
I assume this is related to .NET 8 (with AOT, I tried without AOT before, but it was basically the same issue, I asked on the Discord, but I'm pretty sure I've either found a bug or did overlook something in the docs by now.)
From what little information I can gather is that "Art-Race.dylib" is created into a "Caches" Folder at "/Users/{user}/Library/Containers/{BundleIdentifier}/Data/Library/Caches" after I start the app. The .dylib is adhoc signed and I suspect that Apple can't check it for malicious software because of this:
The game launches fine after I dismiss the popup (it appears twice btw). But the moment I click a button which triggers .NET code to be run, the game crashes.
When running the game from terminal I get this on startup until I click the button that causes the crash:
My .csproj:
Steps to reproduce
Minimal reproduction project (MRP)
I will provide an MRP as soon as possible and required. Maybe somebody did already solve this problem. :)
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