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Lost on how to publish for iOS

Discussion in 'iOS and tvOS' started by HowWeLife, Oct 11, 2015.

  1. HowWeLife

    HowWeLife

    Joined:
    Jul 4, 2015
    Posts:
    51
    Someone please help me. I have already published to Android and just want to publish to iOS so i can start marketing. I have spent several hours trying to understand how to publish my app to the app store. Are there any tutorials on how to go directly from unity to publishing?

    Information: I am on a mac and I bought the yearly subscription to be a apple developer. (so i have access to iTunes connect etc )

    What I have done so far is build the game from unity and launched the Xcode project. However i keep getting a "Code Sign error: No code signing identities found: No valid signing identities (i.e. certificate and private key pair) matching the team ID “ ” were found."

    I went to the certificates identifiers and profilers on the developer console (so used to android, forgot what its actually called) and created certificates etc. but nothing happens . Also when I'm in iTunes connect on create new app and click create I get "Try again. If the problem persists, contact us" It doesn't even tell me whats wrong. I am honestly at a lost can someone give a step by step process of wha you need to do? the closest thing i could find was this,
    but thats from a guy that wants you to use his software that costs money.
     
  2. laserlars

    laserlars

    Joined:
    Nov 17, 2011
    Posts:
    255
  3. HowWeLife

    HowWeLife

    Joined:
    Jul 4, 2015
    Posts:
    51
    Thanks, but that video is outdated and doesn't help too much. However I talked to apple and found out they where having issues. So I am going to retry to submit it to the iOS store.
     
  4. Dreamwriter

    Dreamwriter

    Joined:
    Jul 22, 2011
    Posts:
    472
    In the Member Center (I think it's there now) of developer.apple,com/ios, create an App ID for your app. Unity has a line in Player Settings for the app / bundle ID (com.yourcompany.yourgame). On iTunesConnect create a new App using that ID. Now make your Unity build, launch XCode, go into (I think) Preferences, and there should be a place for you to enter your Apple login data. Now in XCode you should be able to build for and push to an iOS device (if it asks, let it "fix the problem").

    Assuming that build works, now (in XCode) Build for Archive. When that's done, you can use the archive to run a quick automated test to see if there's anything obvious Apple would reject you for, and then Submit the archive. Note that if you are using the newest XCode, it will enable the new slide-over multitasking by default, and if your app doesn't actually have that all set up Apple's automated testing will reject the app. So if you get that error, you need to add a line to your info.plist, UIRequiresFullScreen, set its type to Bool, and set it to YES.

    Once an app is submitted, after a short while its status in iTunesConnect changes to "Processing". If you're lucky that'll only take around an hour, and then you can do with it as you will. You can't ever delete a successfully uploaded build, if you want to replace it the next upload must have a higher Version or Build number, it'll add that build to the list.

    Oh, and you'll get a message/email that your app has code for notifications but isn't using them, that's just a warning you can ignore (that code is in Unity's libraries)
     
    Last edited: Oct 16, 2015