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It appears that the UnityEngine files in /Mac.app/Contents/Resources/Data/Managed are all dlls with the following architecture:

PE32 executable (DLL) (console) Intel 80386 Mono/.Net assembly, for MS Windows

I am not sure whether they are needed during runtime, but if they are, this certainly won't work.

Your direct library dependencies are for all architectures in the linked binary (Intel and ARM), however, your loaded resources after invocation of the binary are probably not.


Ahhh, finally got it running (highlighted the two commands which led to macOs finally invoking your game, at least from CLI):


You seem to have two issues:

  1. The packaged binary in the MacOS directory inside the Mac.app (should be named like the game's name) is not executable.
  2. Due to your way of ad-hoc self-signing the binary, the application directly gets quarantined by GateKeeper.

Not sure how you manage those topics from within your Unity Development environment, but it might be worthwhile looking into going forward. The first issue probably is only a setting, but the second one might be trickier.

Now, let's see if I can finally play your tiny gem ;).

Happiness on an M1 MBP:

Reach out to me if you feel like it, so we can make one final version that works for all without fiddling on the command line.