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Signature issue

Discussion in 'macOS' started by bledieu, Feb 2, 2018.

  1. bledieu

    bledieu

    Joined:
    Nov 10, 2016
    Posts:
    6
    Hello

    I'm trying to upload my app on the app store.
    I'm using the version 2017.3.0.f3 version

    When I submit my app I got this alert from app store:
    Invalid Signature - The executable at path Le Pendu en Français.app/Contents/Plugins/App.bundle has following signing error(s): code object is not signed at all In architecture: x86_64 . Refer to the Code Signing and Application Sandboxing Guide at http://developer.apple.com/library/...ceptual/CodeSigningGuide/AboutCS/AboutCS.htmland Technical Note 2206 at https://developer.apple.com/library/mac/technotes/tn2206/_index.html for more information.

    Invalid Signature - The executable at path Le Pendu en Français.app/Contents/Plugins/Messaging.bundle has following signing error(s): code object is not signed at all In architecture: x86_64 . Refer to the Code Signing and Application Sandboxing Guide at http://developer.apple.com/library/...ceptual/CodeSigningGuide/AboutCS/AboutCS.htmland Technical Note 2206 at https://developer.apple.com/library/mac/technotes/tn2206/_index.html for more information.


    A precision, a friend that got a previous version of unity generate the code in 32 bits, and it's worked. So it's seems to be a 64 bits only issue.
    But the problem is that apple will remove 32 bits apps soon on the Mac App Store

    Here is the process I made to sign the application before publishing it:
    codesign -f -s '3rd Party Mac Developer Application: my name' --entitlements xxx.entitlements xxx.app --deep

    productbuild --componentxxx.app /Applications --sign '3rd Party Mac Developer Installer: my name' xxx.pkg
     
  2. bledieu

    bledieu

    Joined:
    Nov 10, 2016
    Posts:
    6
  3. bledieu

    bledieu

    Joined:
    Nov 10, 2016
    Posts:
    6
    Found myself
    You need to code sign all the mono, plug ins etc.. before the whole app signing
    Order matters