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Fixed in 2018.4

Fixed in 2019.2, 2019.3

Votes

3

Found in

2017.4.0f1

2018.2.18f1

2018.4.0f1

2019.2.0a1

2019.3.0a1

2020.1.0a1

Issue ID

1178777

Regression

No

[MacOS] Standalone build contains .meta files inside native plugin bundles

MacOS

-

How to reproduce:
1. Build the attached project for OSX standalone
2. Check the contents of Build.app/Contents/Plugins/AudioPluginDemo.bundle

Actual result: There are .meta files inside the plugin bundle. (Screenshot attached)
Expected result: There are no .meta files inside the plugin bundle.

Reproducible with: 2020.1.0a1, 2019.3.0b1, 2019.2.3f1, 2018.4.7f1, 2017.4.32f1.

---------------------
Fixed in 2020.1.0a11, 2019.3.0b11, 2019.2.16f1, 2018.4.16f1.

  1. Response avatar

    Resolution Note (fix version 2018.4):

    Fixed in 2020.1.0a11

Comments (3)

  1. D7fc6f140c7dff5e63d745acbd82d32e?d=mm

    jedla22

    Mar 03, 2020 09:03

    We have same problem in our company. We have to sign all plugin bundles included in the main app bundle with the same certificate that is used for singing the main app bundle.

    Because *.meta files break required bundle layout -> there can not be *.meta file in the root of the bundle directory structure. So at first *.meta files must be removed from the bundle.
    Bellow is a bash command to remove all *.meta from the bundle.
    > $ find "<path_to_bundle>" -type f -name *.meta -delete
    Do the same for all bundles in the main app bundle
    > $ find "<application_bundle>" -type d -name *.bundle | while read line;
    do
    echo -e " - Found plugin bundle - $line"
    echo -e " - Cleaning unity *.meta files from plugin bundle ...."
    find $line -type f -name *.meta -delete
    done;

    It will be nice if Unity will not modify (do not add*.meta files) content of the native plugin (bundles) for macOS.
    Currently, it is a little bit tricky to automate the build of the production app version of the Unit macOS app :( .You need to hack all required signing of app notarization etc. Hopefully, it will get better in the next release of Unity.

  2. 7d7c420790130bcef65118d7d99c6055?d=mm

    Adrian

    Oct 21, 2019 09:56

    The meta files cause codesign to fail.

    With the hardened runtime and library validation, it's required that the plugins not only are signed correctly but also are signed with the same Team ID as the main bundle. It's therefore required to resign all plugins.

    The meta files make this more tedious, because they have to be removed before signing can succeed.

  3. 28edf0ebef0956a3a29305c89f8a2b06?d=mm

    hippogames

    Oct 18, 2019 17:54

    I've got the same issue. An easy fix is to remove .meta manually before signing.

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