Closed markshep-wbg closed 10 months ago
Hmmm. That signing without an Apple signed certificate but signing settings contain a team name; signature varies from Apple's tooling
error should not be occurring. That feels like a regression in 0.24.0.
I haven't yet looked at the files to see if there is more going on. But the lack of a team ID will likely cause problems.
The underlying issue is that the binary identifier embedded in the universal Mach-O binaries + code requirements expressions is not consistent. This is very similar to the other issue you reported. I should have a fix in the next day or two and hopefully in a release as well.
Your reproduce bundle now signs fine on the main
branch. I hope to publish this in a new release sometime in the next week.
Thanks for the fix - I'm now using version 0.26.0 in our automated builds to sign and notarize our app.
Following on from #95 I'm opening this issue to report more problems signing a Unity-generated macOS app.
This testcase uses a script that's very similar as for the previous issue, but the app hasn't been altered and is the complete untouched output from Unity, including the
Contents/_CodeSignature
directory that it generates. As GiHub imposes a per-file 25MB limit on uploads I've had to split it into two. The second tarball contains just the largeUnityPlayer.dylib
file with everything else in the first tarball:I'm using rcodesign 0.24.0 on macOS and here's some details about the certificate I'm using:
And this is the output I get from running
./sign
in the test directory: