Add macOS exporting and running non App Store apps pages. Add Windows code signing info.

(cherry picked from commit 17be494144)
This commit is contained in:
bruvzg
2021-07-20 14:50:50 +03:00
committed by Rémi Verschelde
parent b5d71ca030
commit 26ee3b3a04
17 changed files with 361 additions and 25 deletions

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@@ -52,4 +52,5 @@ This section is about finding spots to optimize in the engine code when you need
:maxdepth: 1
:name: toc-devel-cpp-debug-profiling
macos_debug
using_cpp_profilers

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@@ -0,0 +1,36 @@
Debugging on macOS
==================
Debugging Godot editor
----------------------
Attaching a debugger to the signed macOS process requires the "com.apple.security.get-task-allow" entitlement, which is not enabled by default, since apps can't be notarized as long as it is enabled.
If you want to debug an official build of the editor it should be re-signed with the proper entitlements.
Create a ``editor.entitlements`` text file with the following contents:
.. code-block:: xml
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.device.audio-input</key>
<true/>
<key>com.apple.security.device.camera</key>
<true/>
<key>com.apple.security.cs.disable-library-validation</key>
<true/>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>
Then use the following command to re-sign the editor::
codesign -s - --deep --force --options=runtime --entitlements ./editor.entitlements ./path/to/Godot.app
Debugging exported project
--------------------------
To allow debugging, select the ``codesign\debugging`` (``com.apple.security.get-task-allow``) entitlement during the export. When it is selected, notarization is not supported and should be disabled.