Just like any other developer cert, export a CSR file from keychain tool, then upload for swapping a. Only the account holder of the developer team can create this Developer ID Application Certificate ,even if the user have admin permission role. Signin to the Apple Developer website then generate a Developer ID Application cert. The specified notarizing docs from Apple Notarizing macOS Software Before Distribution Generate Certificateįirst step is creating a certificate. The binary app which submitted to SteamStore must be notarized by Apple, otherwise the program will be blocked by GateKeeper when user try to launch the app. Submit to SteamStore and non AppStore distribution Game.app: satisfies its Designated Requirement 1Ĭodesign -verify -deep -strict -verbose=4 Game.app Throwing error when found multiple certs match the inputs.Ĭommand for verification the codesign status. Codesign tool will search all the certs in user’s keychain, find the correct one. Parameter sign should be filled with the name of certificate. The minimal configurations are provided below, other key/value pairs must be added if there have other capabilities.Ĭom.-selected.read-only Ĭom.disable-library-validation Ĭom.disable-executable-page-protection Ĭodesign command for signing a single file 1Ĭodesign -deep -force -verify -verbose=4 -timestamp -options runtime -entitlements $EntitlementsFile -sign " $CertName" $FileName Xcode usually create them for us, but now we are using CLI tools and tackling with exported binary file, don’t we? The entitlements file which used for AppStore submission differ from the Steam one. Which means that we also need to codesign the common shared libs such as libssl.dylib.īefore use codesign tool, we need to create. When submiting to AppStore, the third-party libs must be signed by current Apple Developer, even if them were codesigned or not. 1įind "./Game.app" -name "*.meta" - type f - exec rm \ Īpple requires all the libraries must be signed before submiting to AppStore or Notarization.Īll libraries include. meta file were placed at illegal path for application bundle. meta files for all the imported macOS library. Process application bundleĭirectly open the Plist file Game.app/Contents/ist change the value of key CFBundleIdentifier。 After OSX Mavericks 10.9, all app use the v2 version.Įven if we didn’t touch the bundle file, any extra file added to the Game.app bundle folder, will casue the bundle codesign verification failed. Resource envelope has two versions, the latest v2 version will check all the files inside the bundle. The concept for files signature data is call Resource envelope. By using this method, other security programs can verify the identity and integrality. Every file calculates a hash string, then combined these hashes into a final hash value which will be attched to the application bundle.Īny modification apply to the signed files will change the hash that belonging to this files, and obviously affects final hash. The DR is identified by the bundle’s BundleID.ĬodeSign tool will process all sourcefile and non-sourcefile. exe file.Įvery application requires a Designated Requirement(DR) when code signing. So for signing the app become more complicated, because we are facing a bunch of files not just a single. In general, the execuatable application in macOS system presents as a folder that has name with. Submit to macOS AppStore Bundle Config and Code Signing Basic ConceptsĪpple provides code signing tool which is called codesign. Submit to Steam store or third-party distribution Or you can just skip this part then jump into the process parts. In the begining, let’s get some preliminary knowledege about the CodeSign and Distributions. But when exporting an app bundle from Unity Editor, we have to do this work by using command line tools that are provided by Apple. Mostly, we use XCode for developing iOS and macOS applications, which automatically handles the code signing and configurations. This blog records how to setup and config the application bundle which will be submitted to the AppStore or Steam by using the CLI tools.
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