Unity game compiled in Windows doesn’t open in Mac - macos

I created an Unity game in Windows and I wanted to pass it to a Mac computer. I built it for Mac and I uploaded the .app folder to Google Drive as a .rar. Then, I downloaded it in a Mac and I unzipped it. When I try to open it, it shows the error message “Someapp.app can’t be opened”. It doesn’t explain why. I think the problem isn’t from Unity because the log file is empty after the error. Can anyone help me?

I needed to make the actual executable in the .app folder, well, “executable”.
Please try:
Open up a Terminal and navigate to your app folder:
cd <PATH_TO_YOUR_APP>/<APP_NAME>.app/Contents/MacOS/
This folder contains the actual executable file which Windows apparently didn’t make executable. Let’s add the executable flag:
chmod +x <APP_NAME>
Afterwards I could start the app.

I made the Build for my project for both PC and Mac, however I had massive issues getting the Mac one to actually work. Here is the tutorial I used to make the builds which was suppppper helpful, but it didn't help fix my issue:
https://www.youtube.com/watch?time_continue=3&v=7nxKAtxGSn8&feature=emb_title
I just figured out how to make the Mac build work with a friend and it was a bit of work. Once you follow the video's directions exactly for the Mac version, you can send the file to your Mac but when you do it will be labeled MacOS and then when you try to open it it will most likely fail and say missing application to open.
From what I have learned, this is because the compression actually corrupts the executable file to open it on the Mac. To fix this, you have to use Terminal to navigate your way into the file and unlock the permission settings that were changed due what we believe is from the compression.
I honestly can't remember where I found this code but the navigation part I got from the other answer here, but you need to open up a Terminal and navigate to your app folder:
cd <PATH_TO_YOUR_APP>/<APP_NAME>.app/Contents/MacOS/
and add the following:
chmod -R 777 [applicationName].app
This unlocked the permissions on the application but when the app was opened, we had to allow permission through the Mac firewall to let it run on the computer. Once we approved permission, the app ran no problem.
I hope this helps and I'm by no means a professional with this so but my friend and I can try to help in anyway possible.

Related

How submit macOS screensaver(.saver file) to Appstore?

I created a mac screensaver & I'm able to test it with archiving it & installing the '.saver' file.
But how can I submit this '.saver' file to Appstore?
The 'Transporter' app is not accepting it.
I could't find any tutorial about it.
I have 2 targets in my project, the default one is that I mentioned above, another one can run on my mac directly from Xcode as an app.
I'm not sure about submitting this one, What if it didn't placed on user's mac screensavers window...?
Because when I run this on my mac, it runs as a normal mac application in a window!
Update
OK, I submitted it on the Appstore and it approved! but, as I expected, it installs like a normal macOS app & doesn't appear on screensavers list.
how can I submit this '.saver' file to Appstore?
Update 2
I researched a lot about it and found out as 'Max' said on comments, its not an app and should not be on the Appstore itself, we should build and app to copy 'screensaver.saver' file in to it, and then copy the screensaver file to user system, or run it from user OSX so it will install automatically.
Now the real deal and the huge problem and the mother of all headaches appear here!
The Notarization Process!
Now if a user install our screensaver & everything works fine, still the screensaver will not run, and user will see a message like this when he/she wants to run it:
OK, now we need to notarize our 'screensaver.saver' file to fix this.
I tried very hard to do that, but I failed, because of its complicated process... and because all of them was about PKG & DMG files.
But I'll put the references here to help others, Please help yourself & if you found out how to do it right, post an answer here & help other non professional developers who can't speak Alien languages...
Awesome explanation #1
Awesome explanation #2
Awesome explanation #3
Some related question that might help
Cheers!

How can I run my .app from my server and have the wrong version?

I have an AppleScript script that I saved as a .app file and I am simply moves directories in the correct location. The script works perfectly when on my local machine but when I upload it to my server and download from my server (trying to create the user experience) then the script has has a circle and a line running through it with this error:
"You can’t use this version of the application “myapp” with this version of macOS. You have macOS 10.12.3. The application requires macOS 2573.6 or later."
I tried googling macOS 2573.6 and nothing comes up and I have no idea what that is. I don't even think that is a real macOS version. If anyone has any idea how to fix this issue I would be extremely grateful.
You are likely breaking all kinds of attributes in the App Bundle during the transfer.
Compress the app bundle first, then copy that to the server. Then, to test, re-download that archive and uncompress it locally.
It should run.

Issues running Extreme Reality's Mac Samples

Trying to get an understanding of the this new Extreme Reality SDK for gesture/skeletal tracking for a project. They have a SDK for Mac, which includes samples. Tried running some of the .app files in the bin folder to no avail, keep getting the application can not be opened. Not sure if the source needs to be loaded into Xcode / Unity and built? Has anyone gotten these to run? Extreme Reality's site 'forum' has yet to turn up any answers.
As an employee of Extreme Reality, I'll gladly help you with our SDK.
Tried running some of the .app files in the bin folder to no avail
I will assume that you have downloaded the latest SDK from our site (latest update was on 31/12/2015), and I assume you got "Can't open application" OSX message.
Sometimes during the installation, the application permissions get wrong.
To fix this issue, please open the "Terminal" applicaiton and enter these commands:
sudo chmod 755 /Applications/ExtremeMotionSDK/OSX/Samples/Unity/ProximitySample/bin/ProximitySample.app/Contents/MacOS/ProximitySample
sudo chmod 755 /Applications/ExtremeMotionSDK/OSX/Samples/Unity/UIConceptsSample/bin/UIConceptsSample.app/Contents/MacOS/UIConceptsSample
sudo chmod 755 /Applications/ExtremeMotionSDK/OSX/Samples/Unity/VisualSkeletonSample/bin/VisualSkeletonSample.app/Contents/MacOS/VisualSkeletonSample
This will fix the permissions for all 3 pre-compiled samples and you can run them. Of course you will need a web camera connected to the mac. Also please note, that the trial license is for 30 days.
Not sure if the source needs to be loaded into Xcode / Unity and built?
To build the sample applicaiton on MacOS, you will need Unity. Right now we have only Unity samples for MacOS, not XCode.
PS. If you have any issues with XTR3D SDK, please don't hesitate to contact us at: support#xtr3d.com

Web update application with Firemonkey on MacOS

I'm making a Firemonkey application for both Windows and MacOS, and now I'm working on making it able to check online for updates and download the update. I have got it to work on Windows, by renaming the running .exe file, download the new one and then run the downloaded .exe, works as it should.
Now my problem is MacOS, I don't have much experience with MacOS, so I don't really have any idea how I should do this :/
And even less idea as I store somedata files inside the 'program.app' folder.
So I'd really appreciate some help or ideas on how I should try to solve this problem?
Apps on OSX are really just a package of files. If you go into finder on OSX and right click on an app you will see show package contents. Open that up and you will see the constituent files that make up the "app". From there you have to decide what you need to replace.

OS X: Run my application automatically right after installing this .pkg file

I have developed a mac application and using Product->Archive->Share in Xcode to create a .pkg file and will be submitting to Appstore. I would like to run my application automatically right after installing this .pkg file doing this way. I know using PackageMaker, it is possible to write pre and post scripts. But, Appstore is not accepting any .pkg file which are created using PackageMaker, so i'm using Product->Archive->Share in Xcode to create pkg file.
Could someone advise how can i run my application automatically right after installing this .pkg file?
Thank you!
You're not supposed to be able to do this. Part of the point of the App Store is that there's a uniform, consistent installation experience—the app downloads, installs silently, then shows up in LaunchPad for you to run if you want to.
Remember when getting Xcode from the App Store used to mean you got an app called "Install Xcode.app" in /Applications, and then you had to run that installer? That confused half of Xcode's users, who are about as technically savvy a user base as any app is likely to have, and it's from Apple, and even they couldn't get around the problem by auto-launching "Install Xcode.app".

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