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3.3.2 Linux Headless exports invalid Mac app #51007
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To be valid, macOS must be either completely unsigned or full signed (having a paid Apple Developer account is not strictly required, an ad-hoc signature is sufficient for the app to be valid).
3.2.3 had no M1 support, but 3.3 have. M1 binaries can't run unsigned at all, and always include linker generated signature, this result in a partially signed app on export (signed executable and unsigned resources). When exporting from mac, the app is always signed, but there are no tools that can sign a macOS app on Linux. So the choice is: no M1 support at all or broken signature when exporting from non Mac machine.
Also note, that this solves it only for the mac it's running on, it won't work if it's moved to another mac. Instead, you should sign it manually using |
We should print a warning message using |
Currently, exporter error messages do not possess any useful information at all. It should be fully reworked to show detailed export status: list of what's gone wrong, possible caveats (like unsigned app), and links to relevant documentation. |
Thanks, makes sense. Never thought M1 support would cause such trouble :( It would be great if it was documented somewhere. |
For anyone stumbling upon issues due to unsigned applications in the future (Godot or otherwise), remember that you can self-sign any application bundle: https://github.com/wynioux/macOS-GateKeeper-Helper |
Godot version
3.3.2.stable Linux Headless
System information
macOS Big Sur 11.5 with M1 Chip
Issue description
I am using godot-ci for my project, but it exports invalid mac app. Seems like a godot issue. Godot 3.2.3 doesn't have this issue, only versions higher than 3.3 has it.
xattr -dr com.apple.quarantine /path/to/Application.app
solves the problem, but it requires a Mac.Possibly related to #527.
Steps to reproduce
Minimal reproduction project
No response
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