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Mac export does not set the binary as executable #4618
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Can you check in the OSX export template directly if the binary is executable? IINM, the build script used for 2.0.1 and 2.0.2 is supposed to make the binary executable, and then zip the .app; the .zip should then keep the executable bit for the binary inside (in theory). |
The template itself contains multiple executables:
The bundle generated is not:
Am I not looking at the export directory "directly"? |
I think this should be set when we construct the .zip during the final On 11 May 2016 at 10:26, Rémi Verschelde notifications@github.com wrote:
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Ok, so it's the same problem as #527. We can't just use |
I have not tried: https://stackoverflow.com/a/434689/1066506, which needs python. |
Not sure if there has been any progress on this, and/or #527. Mac binaries from 2.0.4.1 and the Mac template I compiled 1 or 2 weeks ago still failed to run. IMHO, I think it's better to apply the quick fix @akien-mga mentioned in that issue to use chmod for the time being. i.e. to only leave the Windows cross-compiling part broken (which maybe not even many people care about?) while figuring out the solution and letting other platforms work which do care about these exports. |
Closing as duplicate of #527 since both issues are being discussed together. |
Operating system or device - Godot version:
Mac OS X 10.11.4, Godot 2.0.2.stable.official
Issue description (what happened, and what was expected):
Exporting Mac binary, the app does not run. I went in the directory, it looks like the binary file is not set as executable. chmod +x the binary file could resolve the issue.
It's similar to #4219's first point, but it's not crashing for me, and whether or not 64-bit option is on ends the same for me (non-executable).
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