Find this utility tool & more on the Unity Asset Store. There's a lot of good documentation out there for iOS and tvOS, and Unity provides good tools for exporting the projects to Xcode and letting you build things in Apple's environment with all of their tools readily available.Execute Unity Build On Mac But For Windows Xp Execute Unity Build On Mac But For Windows 7 Use the iOS Project Builder for Windows from Pierre-Marie Baty on your next project. If it is not already selected, select PC, Mac & Linux from.We are in the process of developing several games for various Apple products, and we're using CloudKit to keep game saves in sync across the various platforms (iOS, tvOS, macOS). Xamarin supports iOS 9 and higher, and requires Xcode 12.5 or higher and OS X 11.0 'Big Sur' or higher.unity & TestSceneHelloVideo.unity scenes from the assets list into the Scenes in Build list. Visual Studio 2022 enables you to build and debug apps for iOS by using C++, Unity, or Xamarin and a Mac configured for iOS development when using remotebuild, vcremote, the Visual Studio Tools for Unity, or the Xamarin Mac Agent.You do specifically need a Mac Development certificate. Things with Apple keep changing, so the blog post you're reading now is accurate for the summer of 2019, but may become less so as Apple changes things in the future.Also thank you to eppz! Appcrafting for their amazing work digging into the bits and pieces of Unity so they could point us at the tools we needed to finally solve CloudKit access.We are working on a development version for the moment, so you only need a development certificate. This guide is thorough and well-referenced. (Edit: Link to part 2)First off, a huge debt of gratitude to the folks who put together the Unity Apple Distribution Workflow document.It'll handle creating your default container (which will be named for the iOS/tvOS App ID).For the macOS App ID, you enable iCloud/CloudKit, but then for the container, point it at the existing container you made for iOS/tvOS. If you're also doing your Unity game on those platforms, make a build there, have it generate the Xcode project, and use Xcode to turn on the iCloud capability and set up CloudKit. Again, you can do all the primary work on the iOS/tvOS App ID. But the secondary one will need to have a different name.Both App IDs will need to have the iCloud/CloudKit capability set. With iOS/tvOS being the flagship platforms, it probably makes more sense to create your primary App ID for them and have a secondary one for macOS. You can only create App IDs that target either iOS/tvOS or macOS.See here.You will need to make provisioning profiles that combine your signing certificate, App ID, and test devices. If you want to do it manually, your Mac's UDID is in Apple -> About This Mac -> System Report -> Hardware (first item selected) -> Hardware UDID.Edit: This is slightly different as of Big Sur. Xcode can do this for you if you make a temporary project and set your development team.
Unity Build On Windows Code And LettingYour game app ID Sign into iCloud on your test Mac. Here's a sample:Com.apple.security.files.user-selected.read-onlyCom.apple.developer.icloud-container-identifiers your team identifier. Make sure the iCloud container identifier is pointed at the correct one as described in the App ID setup previously. The easiest way to do this is to create a temporary Xcode project, give it your credentials, and enable iCloud/CloudKit on it. Also make sure you've taken care of all the CloudKit setup before you generate the provisioning profile.You need to create an entitlements file for use when signing your game. If you're using certificates you created on developer.apple.com, you can similarly create provisioning profiles there and download them.Since we're doing a development build, create your provisioning profile with your development certificate, then make sure to set your Mac as one of the allowed devices before generating and downloading it. Codesigning will fail if you don't do this, because there are files in unexpected places (from Apple's perspective). The Unity Apple Distribution Workflow details this out. Meta files in your plugins. You can make Unity builds on Windows, but you will not be able to perform the codesigning steps there.The build process will generate an application bundle (.app) which is really a folder that contains all the important files. This post won't get into integrating CloudKit into your game (we've used Prime31's iCloud Plugin) we'll assume that is taken care of.You will need to do this work on a Mac. Parallels for mac educationFollowing from the eppz! blog, you need to use the third party tool optool. Modify the Unity executable to link the CloudKit framework. Copy over the correct provisioning profile to app/Contents/embedded.provisionprofile. We found that for us (unlike the Unity Apple Distribution Workflow recommendation), we did not need to modify each plugin's Info.plist. For the purposes of making a development build, you just need to add the key "ITSAppUsesNonExemptEncryption" set to false. Do not include entitlements in the signing command. App/Contents/Frameworks manually. Follow the steps laid out in the Unity Apple Distribution Workflow, but with some modifications that have worked for us for making a development build. Change file permissions for your game bundle: chmod -R a+xr ".app" We found that without this - even though the CloudKit framework is linked in the Prime31 plugin - actual calls to CloudKit will fail with the error "connection to service names com.apple.cloudd was invalidated". This will modify the Unity binary to load the CloudKit framework at startup.
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