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.
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?
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.
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
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?
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
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
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.
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?
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
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.
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.
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
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
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.
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
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 $300, I make my games on windows and then send them over to my MacBook to build them in Xcode
I have a new problem, I’m trying to upload a game I made and in Xcode when I click on product > Archive, it will say “Build Failed” and then it says “Command PhaseScriptExecution failed with a nonzero exit code”, I have no idea how to fix this because I don’t know how to use macOS or Xcode, I literally only have a MacBook for using Xcode to build my games and put them on the App Store, I make my games on windows and then send them to my MacBook for building, I looked up what to do and can’t find a solution, from what I’ve learned is there is no explanation for this error and everyone has one out of hundred completely different reasons on how they fixed this error and according to the replies, none of them work for other people. Some people say it has to do with Pods or they say to type in a line of code, I don’t even know how to code because I use Unity’s Visual Scripting. Can someone please tell me what this error means and how to fix it, the game I’m trying to build is really small, there is almost nothing even in my game. I tried restarting my MacBook, rebuilding my game in Unity, changing the version and build number, creating a new certificate, Bundle Identifier, a new App Store Listing, I tried literally everything and nothing works
Apple really doesn’t like small developers. They made the process ridiculously expensive and time consuming, especially because I am making a charity app and somehow need to get my 99$ back
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????!!!!
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
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. :)
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.
thank you, looked for 8 hours for a solution. you saved me
This worked for me, but be sure to select "All" up near "Basic" & "Combined" to reveal this option. It was hidden by default for me.
Hi, can you please show where its exactly located? can you show time frame?
@@BigbearDev 16:36 near “+ Capability”. It’s a little different from what I explained. I’m on an updated XCode version than the video
@@stazzadev3532 THANK YOU!
Tedious process! But a clear video that hopefully will help when the time comes. Thanks!
Everything was easy to follow without bloated explanations and to the point. Thank you so much for helping.
godoy Islas Rubén
nice and clearly spoken. good editing. not too fast or too slow.
"....agree to whatever apple wants you to" :D
Thanks! 😃
So clear and precise explanation. Bravo!
I can't believe that the first video to solve the issue I'm facing is short and straightforward, thank you so much you're a hero
Thank you! Glad it helped!:)
By the way, you might wanna check out the updated version of the video on the channel:)
Very informative, full of hidden gold nuggets! Thanks for sharing
Thanks for making this vid, as a long time developer I still keep coming back for your guidance.
Thanks for your positive feedback! We really appreciate it!
same
Apple should hire you in their developer program team. Thanks!
Thank u for this, very detailed and clear.
Thank you! Glad it helped!:)
This guy understands. "$99 sounds like a lot? You'll soon forget about it as you fight your way through other hurdles..."
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.
Yeah, that kinda seems like Apple is saying hey, we don't want your apps, but if you still want to upload them, pay and suffer while publishing it lol
Steam is not free and charges 100 usd for every game. But it’s way better than apple because it’s a one-time fee and not a yearly payment plan.
@@ryanchomj Yeah, I learned this after making my original comment, but totally forgot to update it, lol. Thanks for the correction!
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?
Thank you very much for your video! It's very well explained, it works perfectly in 2023!
This was just what I was looking for. Thank you!
Thanks again, 3rd app and 3rd time watching your video. You think I would remember this tedious process by now ;X
This was so incredibly helpful I'm lost for words.
Thank you!:)
What was your app
Thank you for this. I have watched/read few hours of materials, and still didn't succeed. Finally your video helped.
Finally! This was the tutorial I needed :D
Glad it helped:)
Great video bro! I love the effort you put in with the editing and explanation etc.
Everything was easy to understand and to the point. Thanks 👍
Thanks a ton ..!! You are awesome
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?
Thanks! You don't need a new certificate for another app, but you do need a new provisioning profile
@@MrMProgramming Got it. thank you!
I just got my first game accepted, Let’s goooooo. It’s called Balls vs Wheel if anyone curious :)
Thanks for sharing your experiences.
Thank you so much! You are the best!
thanks, this tutorial is very valuable
Great video, Thank you!
Well done, thanks!
Ah, God Bless you my friend!
If you ever published a game on steam then this process is sweet like candy lol😂
edit: I take back my words
Great video, thanks
Thanks for your Great tutorial!
Great Video!
Thank you!
Thank you
awesome - thank you
It Helps me a lot and I published my game Thank you '
Glad it was helpful!
thanks for this video buddy
Very well done!
I hope this will help me when my app is finished.
Dude your underrated af
Thank for the kind words! Means a lot
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.
Thank you so much, it worked for me as well. Idk but looks like a bug from an Apple`s side...
This video is brilliant, please could you create a video on how to upload a new version if the app is rejected by review.
Hey, what tool would you recommend for autonomous deployment ? fastlane ? Do you have a good tutorial or resources on such a tool ?
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 :/
Can anyone please answer this? I'm having the same issue
@@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
@@Macronaught is it fine to enable automatic signing for a unity game with unity ads? I’m new to mobile game publishing so would appreciate any help
@@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.
That’s what I did, I have this problem so I just clicked on Automatic Signing every time I make a new game
Great in detail video. Can you make a video for android
17:04
i am getting a bunch of framework issues. i am unable to build in xcode
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 played your game that you made
I have a question, at 10:37 mark it said there are no certificates available, even though I have created 3 of them
I need help. When I open my game from TestFlight, the screen just turns all black and my game never starts
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.
godoy Islas Rubén
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
thank you very much for your effort
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?
graciassssssssssssssssssssss!!!!!!!!!!!!
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?
Cool
the keychain part is always confusing. can I do it with windows? or only mac?
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
thanks for your video, i see warnings while building, does it affect the product
warnings (yellow icons) are generally okay, so as long as your project builds successfully, you're golden
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 figured it out, I forgot to change the version number from 0.1.0 to 0.1.1
provision profile doesnt include certificate. it does not work
Would ypu recommend making a new Apple ID or use the private one
I wanted to make a new one but it would take to long so I just used mine, I would recommend making a new one
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.
@@MrMProgramming Thank you so much!
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?
Hi! It's hard to tell what the problem is without some extra information. Would you mid uploading screenshots to our FB group?
how can I get a certificate file if I on a windows?
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
If i gonna use virtual operating systems it will work?
@@NBGTZ theoretically, it might work, but in practice, it just as well might not, but you can certainly give it a try
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 ?
Just click on the no that says “Automatic Signing”
I mean the box
I need help, can you please make a video on how to update your game?
change version
how to publish unity game steam please
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 had this same problem, I had to go out and buy a used MacBook for $300
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.
@@MrMProgramming - Okey, thank you so much for this! I wish you all the best! ❤️
So I should ignore all the yellow errors it shows in Xcode? Or those need to be solved?
I personally ignore it and haven't had any trouble but idk much about anything. But the app works. ;)
how to publish an app step by step on app store
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
it asks $99/yr to publish 😰
for 2024 how sir
check out this one th-cam.com/video/8l2GT3_JiUU/w-d-xo.html
Must I have a apple device for publishing ios app from unity? Can't I get it from an Android device for ios publishing?
You don't need an Apple device to publish per se, but you do need a Mac to build the project in Xcode
@@MrMProgramming Okay, thanks for this response. İt helped to me! Anyways it was so good tutorial video!
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
lol you have many comments here xd. How has it gone? I hate this process as well
use iCloud
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
hi bro thanks for this video , i get this error can you help me ( Provisioning profile doesn't include signing certificate )
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
Just click on the box that says “Automatic Signing”
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!
@@varunsuresh22 First time is always the hardest:) Hope your app gets approved and you at least won't have to re-upload it
I have an error in Xcode, it says Build Failed, “Command PhaseScriptExecution failed with a nonzero exit code”, can you please help me
@@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.
Does it cost to publish a game?!
It’s $99 a year to publish unlimited apps
how to publish a game in apple store from windows workstation??
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
@@DARK_AMBIGUOUS nah is there not anmother way?>
how can i get certificate with windows pc
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
@@DARK_AMBIGUOUS no fucking way really?
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
yeahhh i have this issue too i dunno what to do
I kind of figured it out. I was using a beta version of unity. Version 2022.2.0b16 Beta. I switched it to 2021.3.15f1 and the error went away
Can I do Microsoft store?
Yeah you can but he doesn’t show how to in this video, this video is only for the iOS app store
Hope this works
Hope it did
After staying here for 30 minutes, i have come to the conclusion that im not even gonna make an app 😅
I have a really important question, do you have to have a phone number to do this?
yeah probably for an apple account
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
Hideo Kojima
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????!!!!
lol I just walked into a public library and published it from there xd. Appreciate the struggles friend
are there no update version? 2023 or 2024? or just this guide is enough for nothing changed so far?
Why does he look like Light Yagami
Why do u look like a Russian lesbian
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. :)
I got stuck there aswell and you just saved me A LOT of time. Thank you! 🙏
@@simonaberg4392 What does this meannnnnnnn plz Help @Shahrukh Yousafzai
Can anyone explain what you mean by this?
@@_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
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
@@MrMProgramming yep it was the latter, for some reason the certificates in xcode were set wrong even though never touched em
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. :)