+3 votes

I'm on Godot 2.1.1 on win7x64. Exporting to Mac OS X on 32+64 works OK, but on either 32 or 64, after choosing the location, I get the following windows:

  1. Exporting for OS X, creating app, 0%; then immediately:
  2. Alert!, Error exporting project!

Meanwhile, the Fat format doesn't quite work either because it puts the .app file inside a .zip file. You then have to unzip it, presumably, before uploading e.g. to itch.io.

update

I forgot about the debug window. More info:

binary: godot_osx_release.64
READ: osx_template.app/
READ: osx_template.app/Contents/
READ: osx_template.app/Contents/Resources/
READ: osx_template.app/Contents/Resources/icon.icns
icon? icon.png
loaded?
ADDING: 52-Card Pickup 2000.app/Contents/Resources/icon.icns size: 36384
OPEN ERR: 0
WRITE ERR: 0
READ: osx_template.app/Contents/MacOS/
READ: osx_template.app/Contents/MacOS/godot_osx_debug.fat
READ: osx_template.app/Contents/MacOS/godot_osx_release.fat
READ: osx_template.app/Contents/PkgInfo
ADDING: 52-Card Pickup 2000.app/Contents/PkgInfo size: 9
OPEN ERR: 0
WRITE ERR: 0
READ: osx_template.app/Contents/Info.plist
parse plist
ADDING: 52-Card Pickup 2000.app/Contents/Info.plist size: 1144
OPEN ERR: 0
WRITE ERR: 0
ERROR: EditorExportPlatformOSX::export_project: Requested template binary 'godot
_osx_release.64' not found. It might be missing from your template archive.
   At: platform\osx\export\export.cpp:424
ERROR: ProjectExportDialog::export_platform: Exporting failed!
   At: tools\editor\project_export.cpp:555

Does the standard export templates file not come with OS X 32 or 64-bit? Does everyone just use Fat? If so then why doesn't it want to export .app instead of a .zip of a .app? Oh, for permissions. How do you distribute in a way that's friendly for the end-user then?

in Engine by (17 points)
edited by

The error when when trying to export 64 or 32 sounds like a bug, on templates or the export options (thought they were leaving Fat option only since 2.0.4).

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