Comments (4)
This makes impossible to upload macOS apps that use C# to the App Store.
- App Store require sandboxing, it is disabled in your config.
- Distribution type in your config is set to
Distribution
, which is intended for distribution of signed and notarized apps outside App Store (and can be done without sandboxing).
The signing error seems to be a bug specific to signing .NET helper executable as if it was sandboxed (even when it's not sandboxed).
from godot.
Thanks for the feedback @bruvzg!
Still something is off with singing apparently.
After turning on sandboxing and set the config to Distribution
as you suggested, I get now a .pkg and no errors from Godot (that's the good part). The bad part is that after installing, when I run the .app this popup appears:
If I set the "codesign" to DISABLED it runs fine, so I guess more changes are needed to fix code signing when C# is ON.
from godot.
It even uploads fine to macOS TestFlight but crashes at startup as well (exporting locally without singing runs just fine).
It would be cool if somebody could test this on their side so we can figure out if this is a problem of my signing configuration or something else.
ERROR: Can't open dynamic library: /Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib. Error: dlopen(/Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib, 0x0002): tried: '/Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib' (code signature invalid in '/Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib' (errno=1) sliceOffset=0x00000000, codeBlobOffset=0x00057030, codeBlobSize=0x00005C50), '/System/Volumes/Preboot/Cryptexes/OS/Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib' (no such file), '/Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib' (code signature invalid in '/Applications/APP.app/Contents/Resources/data_PBP_macos_arm64/libhostfxr.dylib' (errno=1) sliceOffset=0x00000000, codeBlobOffset=0x00057030, codeBlobSize=0x00005C50).
at: open_dynamic_library (platform/macos/os_macos.mm:236)
ERROR: Condition "!FileAccess::exists(path)" is true. Returning: ERR_FILE_NOT_FOUND
at: open_dynamic_library (platform/macos/os_macos.mm:233)
ERROR: .NET: Failed to load hostfxr
at: initialize (modules/mono/mono_gd/gd_mono.cpp:393)
zsh: segmentation fault /Applications/APP.app/Contents/MacOS/APP
from godot.
It looks like another case of: #91469
from godot.
Related Issues (20)
- Godot Crashes when importing empty .obj file. HOT 3
- Collision is not detected the very first time _physics_process() is executed in Godot 4.3.beta3 (unlike Godot 3.4, which works as expected)
- Popup window is closed by tooltips of other components on X11 HOT 6
- ScrollContainer follow focus is not taking scrollbar in to account when layout_direction is set to Right-to-Left
- When opening large text-files as string/text it will show null in the editor HOT 1
- Improve usability of multiple file selection checkboxes in the Import dock HOT 1
- Android Play Billing library version update ? HOT 3
- RichTextLabel: Newly Instanced RichTextLabel's add_text() and append_text() don't add to text
- arm64 .NET missing from macOS export 4.3 HOT 1
- delta time in _process() is incorrect (never lower than ~0.11) at low frame rates HOT 2
- Changes to RigidBody2D's position through script don't apply until accessing the same property again
- Incorrect warning about default value shows up for enum function parameters
- Changes to Primitive Meshes Texel Size project setting do not apply until the scene is reloaded HOT 1
- Occlusion culling will fail if REAL_T_IS_DOUBLE is defined by compiling with precision=double
- app crashes when adding a new folder or changing files around the project. HOT 1
- Static properties are not documented as static
- Signal using Anonymous Lambda function will keep gaining connections on scene reload, doesn't happen with Callable
- C# [Export] Arrays not working on IOS builds 4.3.3Beta
- MeshInstance3D visual instance layer ignored by OmniLight3D in the Compatibility and Mobile renderers
- AnimationPlayer Call Method Track Doesn't Call Methods if Another Track is Present. Editor Crashes if Added After Another Track.
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from godot.