Great step-by-step introduction. It should be worth mentioning that in the XCode Building step it can be important for a user to change "Always Embed Swift Standard Libraries" to "No" for the target "UnityFramework". Otherwise an upload will potentially fail and you gonna search forever which step of the magic Apple-vodoo-recipe you just missed.
For those that are having trouble with the "signing & capabilities" step with certificate errors such as "No iOS certificate found" or "No Apple Development Certificate Found" - no matter what I tried, it was not accepting the apple distribution certificate that I created. I fixed this by uploading the provisioning profile that was downloaded in the Unity player settings and selecting profile type to Distribution. Then I clicked build. This solved all the annoying no certificate found errors. :)
I re did the process so many times, uninstalling certificates installing again etc... In the end it magically worked once, but I'll keep in mind this other workaround, thank you!
Great video! Too bad Apple charges so much money to join the developer program. As someone who plans on releasing free games, I think I'll wait until I've finished my second game before dealing with that nonsense. Steam is free and Google Play just has a one-time fee of $25 from what I've heard. $99 per year is ridiculous, in my opinion, though it may be intentionally designed to keep out smaller developers so that the overall content quality on the app store is higher.
I want to make free games with no ads or in app purchases but I don’t want to pay for it. I’m just going to make any first games cost money before I make some free ones because I want to get my money back from the money I earned from people buying my game
@@ryanchomj but steam is only better if you plan on releasing less than one game a year. If you want to make 5 games a year, then steam is $500 and the apple App Store is only $100. And o top of that I think a lot more people will play your game on the AppStore considering how many more people have phones that gaming PCs, also think of how many kids have iPads that will play any game that is free, how many kids that are like 9 have a gaming pc or any pc good enough to play your game?
absolutely stellar video and explanation. I have a question thought. do you need to repeat the certificates part every time you want to upload a new app?
I was struggling a lot to remove the error in the signing certificates step in Xcode. Now I can manage by doing this: -Go to build settings, navigate to the Signing options, and there select your created certificate with your id number (It's in the second group of options given) for all the categories. When you go back to Signing, the top dropdown menu now doesn't have an error, but a second one appears below with an error. Then in that one I tick to choose certificate automatically, click accept, and then I go back to manual, and when I select the adequate profile all errors are gone, it compiles, and it uploads to App Store Connect and everything works. It's a bit crazy that I have to do that, but I managed to make it work that way (Any other suggestion found on the internet wouldn't work for me)
this worked for me!! if this does not work for you, you might be using the wrong certificate like I was. I had to add my other certificate in again to keychain access for me to see it in xcode.
If anyone else has this error building the project on XCode 16:58 I found a solution. Error: Command. PhaseScriptExecution Failed with a nonzero exit. In XCode For both Unity-iPhone & UnityFramework navigate to Build Phases and remove Unity Process Symbols.
Thanks for this great video! I have one problem though... I've followed all the steps but I keep getting an error in XCode saying the Provisioning profile doesn't include the signing certificate. I'm totally stumped :/
@@aryaawesome1999 It's fixed for me but I'm not sure exactly how... Like most Apple problems, it mysteriously fixed itself :P ... Though I did delete my licenses and recreate them several times. Also, I went with the automatic signing options which seem to work a lot better for me. I've since then published a couple more apps that went quite smoothly
@@aryaawesome1999 I'm just about as new to it as you are but I don't see why it wouldn't. Your app is still signed with the certificates that you created.
I just bought my membership and now I have to wait up to 48 Hours for the payment to process. I don’t have time for this, my MacBook that I specifically bought to use xCode is at like 30% and I don’t have a charger, it didn’t come with one, nobody I know has a charger. I might just walk to the apple store and either ask them if they have one I can borrow or I might just go over and unplug a display MacBook and plug mine on for 20 minutes
16:00 i have one error that states Failed to create provisioning profile. There are no devices registered in your account on the developer website. Select a device run destination to have Xcode register it. how to fix?
I have another problem. At 20:37 see the blue button that says “Select a Build before you submit your app”, mine just doesn’t have that button and I don’t know how to add my builds into my App Store listing page, I did everything that you did up until this point
I want to invite external member to test. However, TestFlight doesn't allow me to create a group to external test. The information is: Complete test information is required to submit a build for external testing. Could you please help on how to solve this problem?
Hi, Thank you so much for this very helpful video. I was wondering how you go about making 2 apps for the store using the same unity project? I want to create a free demo first for people to try the game and then later with the same unity project release the full game as a separate app on google and ios. Thank you.
When I build my app in Xcode, it gets to the end and then says "App Store Connect Operation Failed, SDK version issue. This app was built with the iOS 15.5 SDK. All iOS and iPadOS apps submitted to the App Store must be built with the iOS 16.1 SDK or later included in Xcode 14.1 or later" Edit: I think I have to update Xcode because the newest update is 14.3.1 and I'm on 13. Something but it says it requires macOS 13.0 but I have a 2016 MacBook Pro that can't get iOS 13, I came soooo far and am I just screwed now? I can't afford to go buy a newer MacBook. What should I do?
generally speaking, you cannot build apps for apple devices on windows. and it's not only because of the keychain app, you also need Xcode, which doesn't run on Windows So if you don't have a Mac computer, you can either install Mac OS on a windows computer using a virtual machine, or try cloud building services, like Unity Cloud
do you recommend MBA M2 512/8GB for some 2.5D unity development? i know it would be better 16GB or a 14” M1 Pro but it gets out of my budget… I’m gonna need it to release a project I’m working in. Thanks for the video it will help me a lot! You got a new subscriber
responding if someone has the same question, I got the MBA M2 512/8GB and it has worked well for me to do small changes, adjustments, builds here, and heavy stuff(debug in VS2022, connect 3 monitors, tests etc) in a windows gaming laptop
The short answer is you can't. To build an app for an Apple device you need a computer with MacOS. You could try cloud building platforms, such as Xcode Cloud, or Unity Cloud Build
Thanks for the tutorial! But I have one problem....it seems the bundle ID can't recognize what I choose when I create a new app. Can you help me with this?
can you help me for this question on App Store (build quiz) : I’m using firebase so I think it’s https right ? For quizz build : 1- Does your app use encryption : I said yes 2- Does your app qualify for any of the exemptions provided in Category 5, Part 2 of the U.S. Export Administration Regulations?. I said no 3- Does your app implement any encryption algorithms that are proprietary or not accepted as standards by international standard bodies (IEEE, IETF, ITU, etc.)? I said no 4- Does your app implement any standard encryption algorithms instead of, or in addition to, using or accessing the encryption within Apple’s operating system? I said no But it seems I have to declare someone to Amaricain gouvernement.. What is this document ? I don’t know if my answers are good..
Generally speaking, if encryption is not a feature of your app, and you're just using it (https) for secure data transfer, you do not need to report it. That said, this is not a legal advice and you might wanna do an additional research
Hi, Can i publish apps with the Admin role or the account holder is the only one who have access? And is it possible for the account holder to send me the certificates and import them in xcode? Thanks!
Hi. You should have full access to the account with the Admin role. And yes, you can get both the certificate and the provisioning profile for the app from the account owner and use them on your computer, but you still need to add the account linked to the certificate to your Xcode.
ok i got passe the archive but in the process of adding the "certificate and ios app profile"' it deos not accept the provision its give me an error sayin its not a ios app store profile and the profile deosnt include the selected signing certificate... what do i do now ?
Hi great video so far but i am running into an issue- I am working off of a windows computer, so I dont have the ability to request the certificate keychain as its only for mac, is there a way around this? Are there going to be more hurdles that require a mac to complete this process as well? Help would be greatly appreciated
Hi. Generally speaking you need a Mac to publish an app to App Store, not only to create a certificate, but also to actually build the app and upload it to App Store. You can try installing macOS on your computer as a second os, but I'm not 100% sure if it's gonna work. There're also some cloud-based solutions.
I have a new problem, I’m trying to upload a game I made and in Xcode when I click on product > Archive, it will say “Build Failed” and then it says “Command PhaseScriptExecution failed with a nonzero exit code”, I have no idea how to fix this because I don’t know how to use macOS or Xcode, I literally only have a MacBook for using Xcode to build my games and put them on the App Store, I make my games on windows and then send them to my MacBook for building, I looked up what to do and can’t find a solution, from what I’ve learned is there is no explanation for this error and everyone has one out of hundred completely different reasons on how they fixed this error and according to the replies, none of them work for other people. Some people say it has to do with Pods or they say to type in a line of code, I don’t even know how to code because I use Unity’s Visual Scripting. Can someone please tell me what this error means and how to fix it, the game I’m trying to build is really small, there is almost nothing even in my game. I tried restarting my MacBook, rebuilding my game in Unity, changing the version and build number, creating a new certificate, Bundle Identifier, a new App Store Listing, I tried literally everything and nothing works
Thank you soooo much for this video! I just have one question. Can I publish game made in Unity for iOS platform on App Stor form my Lap-Top Windows10? I have iPhone and I have Apple ID, but I don’t have Apple computer, and can I publish game on App Stor from Windows 10?
If you have an apple developer account (the one you need to pay $99 a year for), you can build your app using a cloud service, like Xcode Cloud (currently in beta), Unity Cloud Build (not free, but they have a 30-day trial), etc.
@@MrMProgramming - So it is possible to publish a game with Windows10 on the App Store, but if I have an Apple ID and if I pay Apple Develop and I need to build my app using Xcode or Unity Cloud Build if I understood correctly?
That's right. But you need Xcode Cloud, not Xcode. Xcode is an IDE that is used in the video to build and upload the app to App Store, and Xcode can only be installed on a Mac.
Something very weird happens when I put in my provisioning profile, it says Provisioning profile "xxx" doesn't include signing certificate "Apple development" my name (xxxxxxx). " Even though since distributing to app store that provisioning profile is linked to an Apple distribution profile in the first place? Nothing seem to work atm
Hard to tell what's going on based just on your description. Off the top of my head, you either set the wrong certificate for the provisioning profile when you were creating it; or you're using the wrong certificate in Xcode when building the project
For those that are having trouble with the "signing & capabilities" step with certificate errors such as "No iOS certificate found" or "No Apple Development Certificate Found" - no matter what I tried, it was not accepting the apple distribution certificate that I created. I fixed this by uploading the provisioning profile that was downloaded in the Unity player settings and selecting profile type to Distribution. Then I clicked build. This solved all the annoying no certificate found errors. :)
You can’t, I had to go out and buy a used MacBook and it’s SOOOO annoying because my windows computer that I use to make games is perfectly capable of running Xcode. You literally have to have a MacBook and before you buy one, make sure it can run Xcode because the old ones can’t
I’m stuck at around 14:48 because my Unity game is on my windows PC and XCode is on my MacBook, my MacBook only has USB C Ports, I only have a regular usb flash drive. I don’t know what to do or how to get it to my MacBook, also my MacBook is about to die and I don’t have a charger, I have to wait till Friday for the charger I ordered to arrive. I would drive to an apple store and buy a charger right now but I don’t have a car, I could ride my bike but it’s like 9 miles away and there are no sidewalks
I created a shared folder that can be accessed by any device connected to the same wifi network as my windows PC and I put my game in and then opened the folder on my MacBook and it worked perfectly
@@whateveryh2119 now I have a new problem. I’m on my second game and when I try to play it in TestFlight, my game opens but the screen is just all black and my game never starts. 🫥 I have no idea what to do now
You can’t, you have to have a MacBook to do this. I didn’t know this so I literally had to go out and buy a MacBook for $300, I make my games on windows and then send them over to my MacBook to build them in Xcode
Hi. You're welcome. It's hard to tell why that error happens without any visuals. If you haven't figured it out yet, you can upload screenshots to our FB group
Hey man. Great video. I have an error in Xcode. ld: warning: ignoring file /project_path/Frameworks/UnityPlayer.dylib, building for macOS-arm64 but attempting to link with file built for macOS-x86_64 Undefined symbols for architecture arm64: "PlayerMain(int, char const**)", referenced from: _main in Main.o ld: symbol(s) not found for architecture arm64 this is the error I'm getting. Any fixes for this? Thanks again for the detailed walk-through. It really is a usefull video
Try a clean build, meaning delete the existing Xcode project folder, and try building your project in Unity again, or build the project in Unity to a different folder.
@@MrMProgramming dude I had problems with sandbox and other stuff.. I don't even know how I finally uploaded a version. God save me for uploading any updates.. But thanks again brother!
@@DARK_AMBIGUOUS I would suggest removing any unused packages in your Unity build and try running it on Xcode. At what stage are you getting this error? Does it run on your test iOS device? Also.. " Chat GPT ".. gREAT starting point for debugging and EVEN code generation. Its a good starting point. Good Luck. **Edit** I had to remove Unity Ads package to get rid of the nonzero exit code.
I just rode my bike 40 miles (20 there and 20 back) and meet some stranger on a hotel lobby to buy a MacBook from someone and waited like 7 or 8 hours for Xcode to finish downloading, now I’m going to put my game up Also I forgot to mention I was almost home and I realized he didn’t give me the charger, I don’t have a charger and the battery is at less than halfway Also a few days before this I bought a 2008 MacBook for $130, it’s too old to get Xcode, I tried to force MacOS Catalina onto it and it almost worked but didn’t, I wasted $130 on it Also apple is so greedy, why do you have to have a MacBook to upload to the AppStore, I have a really good windows gaming laptop that I use for making games in unity and I just finished my first finished game and found out you HAVE TO have a MacBook to put it on the App Store, WHHHHHHY????!!!!
Apple really doesn’t like small developers. They made the process ridiculously expensive and time consuming, especially because I am making a charity app and somehow need to get my 99$ back
Any idea on how to solve this ? This bundle is invalid. The IPA format requires a top-level directory named Payload, containing only a .app bundle and optional plugins in a Plugins directory. With error code STATE_ERROR.VALIDATION_ERROR.90017 for id 5da28f6d-c2f6-4bc5-a306-a869fa2ee475. I already try the basic stuff i could found on google..
For those that are having trouble with the "signing & capabilities" step with certificate errors such as "No iOS certificate found" or "No Apple Development Certificate Found" - no matter what I tried, it was not accepting the apple distribution certificate that I created. I fixed this by uploading the provisioning profile that was downloaded in the Unity player settings and selecting profile type to Distribution. Then I clicked build. This solved all the annoying no certificate found errors. :)
@@_stephenhubbard If you are having errors such as "No iOS certificate found" or "No Apple Development Certificate Found" then just simply download the provisioning profile that you just created and select it in Unity build player settings and select the profile type to distribution. now you can easily build the game without any errors. Simple!
@@shahrukhyousafzai hey mate really helpful, but i find another trouble, it says "signing for "xxxxxxx" requires a development team" Select a development team in the signing & capabilities editor that matches the selected profile so if you know how to help me please