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11 changes: 8 additions & 3 deletions docs/gdevelop5/publishing/publish-to-steam/index.md
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Expand Up @@ -36,12 +36,17 @@ You then configure a "Build" that is using the "depots". You can use the web int

![](./builds-upload-web.png)

### Issue when uploading a macOS build
### Issue when uploading a macOS build: how to properly upload your macOS game

There is an issue making the macOS application not working after uploading the macOS zip file (this is because [the Steam web uploader breaks the symlinks](https://github.com/electron-userland/electron-builder/issues/5767#issuecomment-813920169)).
There is an issue making the macOS application not working after uploading the macOS zip file (this is because [the Steam web uploader breaks the symlinks](https://github.com/electron-userland/electron-builder/issues/5767#issuecomment-813920169)). This results in a broken app that does not launch and crashes immediately with a message related to `Electron Framework.framework`.
Instead, you must use the **steamcmd** command line tool to upload your macOS files.

- Start by extracting the macOS zip file somewhere. Use Linux or macOS - Windows will break the "symlinks" when extracting the zip file. Extract the files in a folder called `mac`. You should have a single folder, "Your Game.app" inside this `mac` folder.
- Start by extracting the macOS zip file somewhere. Use Linux or macOS `unzip` command line tool - Windows will break the "symlinks" when extracting the zip file. Extract the files in a folder called `mac`. You should have a single folder, "Your Game.app" inside this `mac` folder.

!!! danger

Windows, and some archiver softwares on Linux, will break the "symlinks" when extracting the zip file - making it impossible to run the app. Use `unzip` on macOS or Linux.

- Create a [Build Config file](https://partner.steamgames.com/doc/sdk/uploading) called `steam-upload-config.vdf`. Put it next to the folder called `mac`. This is an example:

```
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