RE: Code Signing AFTER Copy Phases
RE: Code Signing AFTER Copy Phases
- Subject: RE: Code Signing AFTER Copy Phases
- From: Stéphane Beauchemin <email@hidden>
- Date: Thu, 14 Jul 2011 15:49:58 -0400
- Thread-topic: Code Signing AFTER Copy Phases
Hey Brian,
Just make a postbuild script step with "codesign" command line app.
codesign -f -s "iPhone Developer" "MyWonderfullApp.app"
codesign should be in your path after you install XCode, at least it was for me.
Cheers,
Stephane
-----Original Message-----
From: xcode-users-bounces+sbeauchemin=email@hidden [mailto:xcode-users-bounces+sbeauchemin=email@hidden] On Behalf Of Brian Barnes
Sent: July-14-11 3:38 PM
To: email@hidden
Subject: Re: Code Signing AFTER Copy Phases
What this really is is dim3, a 3D game development environment. So all
the other apps-- the map editor, and model animator, the project setup,
etc, also need to acess the project data -- so it's outside the app when
developing.
Also, the project data is quite big.
If it turns out I'm stuck, I guess I'll just have to develop everything
else without the code signing, and leave that for the very end.
What I'm eventually going to upload is a game made in dim3 -- Scruffy3D,
for anybody that remembers the original Scruffy or Scruffy ][ from the
B&W mac days. I'll stick the data inside the engine (as it can find it
there) when I upload it.
All I really need this for is testing my appstore code, so it's not a
big deal, but it seems like a pretty big bug in XCode :) I should be
able to copy after everything is done.
[>] Brian
On 7/14/2011 3:09 PM, email@hidden wrote:
> Message: 2
> Date: Thu, 14 Jul 2011 00:30:58 -0400
> From: Jeff Kelley<email@hidden>
> Subject: Re: Code Signing AFTER Copy Phases
> To:email@hidden
> Message-ID:
> <CAOGVZpCNkwUSqxzBCs0dL=email@hidden>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Mac App Store apps need to be self-contained. Can you move the data into the
> application bundle instead of moving the application to be with the data?
>
> Jeff Kelley
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