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TestFlight doesn't work on MacOS Development Machines
We're using TestFlight to distribute and test builds for our game. In doing so, we build a .pkg, send it to TestFlight, and when it's ready, it'll install the .app into the Applications directory. On any MacOS computer that's used for development and, has at any point created a .app itself, TestFlight ends up in a permanently broken state for that particular application. The following issue occurred to numerous developers: Install TestFlight Install any version of our game and it runs fine Build a copy of the .app locally to test in-progress work. Attempt to launch the TestFlight build again The TestFlight version of the .app doesn't launch and there are no errors or dialogues. It just bounces once or twice in the taskbar then stops. We have tried every combination of the following: Deleting the development builds of the .app Reinstalling the TestFlight builds Reinstalling TestFlight itself Reinstalling all development tools used in creation of the .app Deleting all traces of the .app we could find anywhere on the machine Nothing works to fix the issue and the computer is left in this broken state until macOS is completely reinstalled.
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May ’22
MacOS GameKit Dashboard Doesn't Support Gamepad
We're working on a game for iOS, tvOS, and macOS that includes GameKit/GameCenter integration. On tvOS and iOS, when we bring up the Dashboard to access GameCenter with a Gamepad, the controller continues to function properly in that Dashboard. When we do so on macOS, the controller input continues through to the game and the GameCenter Dashboard needs to be interacted with using a mouse. We're able to disable the input falling-through to our game but not being able to use the Dashboard with a controller is an inconsistent experience. Is there a way to fix this? Is this a bug in macOS? All three platforms are using the same exact GKAccessPoint and GKViewController code.
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May ’22
Why Don't Game Center Invites Show on macOS Games while in Fullscreen?
Game Center invites do not appear when our game is maximized/fullscreen; only when it's in Windowed mode. If you alt-tab out of fullscreen mode, there's no notification available on the desktop (like there would be if the game wasn't open at all) so the application is consuming it but not displaying it. Is there something we need to do to get this to work properly? For what it's worth: We're using the Unity game engine We're distributing the game via TestFlight The invites work just fine if you're not running the game and you use them to launch it. The invites work on iPhones/iPads
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Apr ’22
Arcade Options Entitlements for TestFlight Deployment
We're attempting to build and distribute our MacOS game via TestFlight and are met with an error or multiple errors regarding "com.apple.developer.arcade-operations". Either we exclude the entry from our entitlements file used to sign and get this single error: ITMS-90769: Invalid Bundle - Apple Arcade apps require the 'com.apple.developer.arcade-operations' entitlement. Or we add it to the entitlements and get this error: ITMS-90287: Invalid Code Signing Entitlements - The entitlements in your app bundle signature do not match the ones that are contained in the provisioning profile. The bundle contains a key that is not included in the provisioning profile: 'com.apple.developer.arcade-operations' in 'com.[CompanyIdentifier.GameName].pkg/Payload/[GameName].app/Contents/MacOS/[GameName]'. We're unsure of how to properly "include the key'' in the provisioning profile. There are no options to do such a thing on the developer.apple website where they're created/editable and I can't just add it to the Entitlements <dict> in the .provisionprofile file itself. Is there a way we can "add the entitlement to the provisioning profile"? It's a Mac App Store Distribution profile as that's the only one TestFlight is accepting. If we use any other profile we'll get: ITMS-90283: Invalid Provisioning Profile - The provisioning profile included in the bundle com.[CompanyIdentifier.GameName] [com.[CompanyIdentifier.GameName].pkg/Payload/[GameName].app] is invalid.
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Jan ’22