Unity Game Development On Mac

Benefits of Using Unity Game Development With Visual Studio for Mac. Benefits of Using Visual Studio for Unity on Mac. One Click Debugging. One click debugging is probably one of the biggest perks of using Visual Studio as an IDE for Mac. Unity for Mac is a game development software for pc that provides a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content easy multiplatform publishing; thousands of quality, ready-made assets in the Asset Store and a knowledge-sharing community.

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). 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.
This is not the case with macOS.
Unity still uses a precompiled binary executable (even with IL2CPP builds) and does not generate an Xcode project that will handle all of your codesigning and entitlement needs. All of that has to happen manually. (There do seem to be plans to change this.) Our task is doubly complicated because the game needs to be released not only on the Mac App Store, but also as a standalone product and still have access to CloudKit features.
Part 1 of this process will detail getting signing identities, App IDs, provisioning profiles, etc. set up, as well as the process of getting your game built and signed correctly to run in a development environment. Part 2 will (eventually) detail changes you need to make to make the game viable to upload to the App Store and distribute generally. (Edit: Link to part 2)
First off, a huge debt of gratitude to the folks who put together the Unity Apple Distribution Workflow document. This guide is thorough and well-referenced. 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.
Certificates
We are working on a development version for the moment, so you only need a development certificate. You do specifically need a Mac Development certificate. You can either create one yourself on developer.apple.com or have Xcode do it for you.
InstallApp ID
Our goal is to have iCloud support (through CloudKit) across all platforms: iOS, tvOS, and macOS. You can only create App IDs that target either iOS/tvOS or macOS. 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. But the secondary one will need to have a different name.
Both App IDs will need to have the iCloud/CloudKit capability set. Again, you can do all the primary work on the iOS/tvOS App ID. 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. 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. This way you can share data across platforms.
Register Test Devices
You still need to register your Mac as a test device through Apple. Xcode can do this for you if you make a temporary project and set your development team. 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.
Provisioning Profiles
You will need to make provisioning profiles that combine your signing certificate, App ID, and test devices. For development, if you're using the Xcode-created signing certificate, you will need to make a temporary Xcode project, make a build, and then extract the provisioning profile from the build. 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. Also make sure you've taken care of all the CloudKit setup before you generate the provisioning profile.
Entitlements
You need to create an entitlements file for use when signing your game. The easiest way to do this is to create a temporary Xcode project, give it your credentials, and enable iCloud/CloudKit on it. Make sure the iCloud container identifier is pointed at the correct one as described in the App ID setup previously. Here's a sample:
<?xml version='1.0' encoding='UTF-8'?>
<!DOCTYPE plist PUBLIC '-//Apple//DTD PLIST 1.0//EN' 'http://www.apple.com/DTDs/PropertyList-1.0.dtd'>
<plist version='1.0'>
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.files.user-selected.read-only</key>
<true/>
<key>com.apple.developer.aps-environment</key>
<string>development</string>
<key>com.apple.developer.icloud-container-identifiers</key>
<array>
<string>your container identifier</string>

Unity Game Development On Mac Computer

</array>
<key>com.apple.developer.icloud-services</key>
<array>
<string>CloudKit</string>
</array>

Unity Mac Build

<key>com.apple.application-identifier</key>
<string>your team identifier.your game app ID</string>
<key>com.apple.developer.team-identifier</key>
<string>your team identifier</string>
</dict>
</plist>
iCloud
Sign into iCloud on your test Mac. Make sure you have iCloud Drive enabled, or CloudKit will not work.
Unity Build
Make your Unity build as normal. 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. You can make Unity builds on Windows, but you will not be able to perform the codesigning steps there.

Download Unity For Mac


Unity Game Development On Mac Os

The build process will generate an application bundle (<your game name>.app) which is really a folder that contains all the important files.
  1. Delete all the .meta files in your plugins. The Unity Apple Distribution Workflow details this out. Codesigning will fail if you don't do this, because there are files in unexpected places (from Apple's perspective). Plugins are located in <your game name>.app/Contents/Plugins.
  2. Modify your Info.plist file (<your game name>.app/Contents/Info.plist) per the Unity Apple Distribution Workflow. For the purposes of making a development build, you just need to add the key 'ITSAppUsesNonExemptEncryption' set to false. We found that for us (unlike the Unity Apple Distribution Workflow recommendation), we did not need to modify each plugin's Info.plist.
  3. Copy over the correct provisioning profile to <your game name>app/Contents/embedded.provisionprofile.
  4. Modify the Unity executable to link the CloudKit framework.
    1. Following from the eppz! blog, you need to use the third party tool optool.
    2. Run the command optool install -c load -p '/System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit' -t '<your game name>.app/Contents/MacOS/<your game name>'
    3. This will modify the Unity binary to load the CloudKit framework at startup. 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'.
  5. Change file permissions for your game bundle: chmod -R a+xr '<your game name>.app'
  6. Codesign your build. 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.
    1. Sign all the .dylib libraries in <your game name>.app/Contents/Frameworks manually. Do not include entitlements in the signing command.
      1. codesign --force --verify --sign '<your development signing id>' --preserve-metadata=identifier,entitlements,flags '<your game name>.app/Contents/Frameworks/<library name>.dylib
      2. Do this for all the libraries in Frameworks, both in the root folder and in sub-folders
    2. Sign all the plugins in your game. Do not include entitlements in the signing command.
      1. codesign --force --verify --sign '<your development signing id>' --preserve-metadata=identifier,entitlements,flags '<your game name>.app/Contents/Plugins/<plugin name>.bundle'
    3. Sign the final game application bundle. Despite what the Unity Apple Distribution Workflow says, we've discovered that you have to include entitlements even in the development signing. Also, because we signed everything individually, do not include the '--deep' flag, because it will mess with the existing codesigns we've done.
      1. codesign --force --verify --sign '<your development signing id>' --entitlements '<path to your entitlements files>' '<your game name>.app'
At this point your game should be signed and ready to test in development mode on the Mac you registered.
Note that the game will run in sandbox mode. This means all of its files will be written to ~/Library/Containers/<your app ID>/Data/Library/. Where the Unity documentation says the log file writes to ~/Library/Logs/Unity/Player.log, the sandboxed version is in ~/Library/Containers/<your app ID>/Data/Library/Logs/Unity/Player.log. Also of note, even though the game is sandboxed, it will use the iCloud credentials that the current machine is using.

I published this article some time ago and Unity environment changed a lot. I wouldn’t recommend this path nowadays. Just download Visual Studio Community, switch default Unity IDE and enjoy very smooth integration.

First things first — I’m not an experienced game developer. I just started my journey with Unity not long time ago and this article is a result of my early explorations that can be useful for newcomers.

Unity Game Development On Mac Iso

As a day to day front end developer I spend majority of the time in HTML, CSS and JavaScript. Jumping from one territory to a completely new environment is a fantastic experience but comes with lots of difficulties. My biggest issue on early Unity expedition wasn’t a C#, it wasn’t a convoluted interface, nor a crazy amount of 3D vector math. It was a MonoDevelop — the default IDE that Unity comes with and works smoothly out of the box. Lack of my favorite shortcuts, snippets system and absence of core functionalities that I use hundreds times a day. Visual Studio Code served me well for last few months and I couldn’t stand writing a single line of code without it. After a while it turned up that VSCode can be linked with Unity to take an advantage of all the things that it is best at. Let’s go through the whole process step by step.

Visual Studio Code and C# extension #

You can download VSCode from Microsoft website for free. Installation process is very straight forward. Out of the box it doesn’t support a language used by Unity — it can be easily solved by installing C# extension from official marketplace.

In the theory Unity works with three scripting languages — C#, JavaScript and Python-like Boo. Ditching Boo has been announced long time ago and the same thing has been recently revealed about the future of Javascript-like UnityScript. C# is the future of this platform — much nicer ecosystem, tooling support and the bright future full of powerful features that wouldn’t be possible in the other language. If you have never worked with C# you don’t have to worry — official documentation is a fantastic place to get you running.

No matter the reason. Do not message us asking us to make an exception.3: No Offering RewardsNo offering of reward/compensation for solutions.4: No RecommendationsRecommendation/review/comparison posts and comments will be removed. Please make your title and contents descriptive.2: No Password Issues or Assisting with Password IssuesWe cannot assist with password issues. How to uninstall programs on mac el capitan.

Unity and it’s external script editor #

Despite the time that it takes to download, Unity set up isn’t scary. I just would like to point your attention to the step where you can choose addition components that are going to be added during the installation process. As we are aiming to use it with Visual Studio Code, you can un-check MonoDevelop from the list of add-ons.

Now you can go to the Unity settings and change your “External Script Editor” to Visual Studio Code.

Install .NET SKD #

Command Line Interface for the .NET Software Development Kit is something that we need. Download the latest version of the installer from Microsoft website and follow the installation guide.

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Unity Game Development On Mac Download

Brew and Mono #

Mono is the last ingredient that we need to install to have a smooth integration with VSCode OmniSharp. The easiest way is to download it from Homebrew. If you don’t have it installed on your machine, you live your life wrong! Visit a website to the missing package manager for macOS and follow the installation guide. Now the only thing that you need to run is…

Install Unity On Mac

VSCode + Unity = <3 #

There seem to be a lot of steps but actual the whole setup takes just a few minutes. You can now enjoy smooth integration of Unity and your favourite code editor.

IDGGo64 lets you select and delete 32-bit apps.For instance, GraphicConverter 10, which is perfectly usable, contains one image-conversion route (PCDtoRAW) that isn’t compiled as 64-bit code. There’s no reason to throw it out! It will also let you select and delete apps that can be thrown in the trash without a problem. 32 bit games on macos catalina os. The Trash icon is grayed out for apps that are nested deeply within other folders or only have some 32-bit code.

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