godotengine/FBX2glTF

Properly sign and notarize macOS build

valentinegb opened this issue · 6 comments

Godot version

4.2.stable

System information

macOS 14.2, M1

Issue description

This software is ineligible for submission to Homebrew (a popular package manager for macOS) as a cask because it is not properly signed and notarized.

Steps to reproduce

See Homebrew/homebrew-cask#162337.

Minimal reproduction project

N/A

As I am completing godotengine/godot#81746, there's been less focus on FBX2GLTF.

We discovered ufbx gave better results than FBX2GLTF.

I was not able to compile FBX2GLTF outside of Github actions, so no new features were added since that broke.

Suggestions welcome.

I think it's still possible to notarize the macOS artifact in the workflow file without revealing Apple Developer credentials using GitHub Action Secrets. I'm reading up on this article right now: https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow

Please let me know how I can assist. I'm juggling too many projects at the moment and won't be able to help much.

# Ideally a stand alone tool can be like this https://github.com/ufbx/ufbx-rust.
# But I am not interested in rust and I've already implemented this in Godot Engine fbx -> godot engine scene format -> gltf
ufbx -i input.fbx -o output.glb

I'll probably make a draft pull request for this pretty soon, but someone else would still need to have an Apple Developer account since I'm unfortunately currently ineligible for one.

to be honest, I just lost like 3 days trying to build from the original source, updating conan scripts from 1.x to 2.x.

if a working macos build via brew exists, this would be great relief. so fingers crossed u can get it done @valentinegb

so fingers crossed u can get it done @valentinegb

Sorry •.•'

#50 (comment)