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Won't Fix
Votes
0
Found in
2019.1.0a2
Issue ID
1124641
Regression
No
[Windows] OSX Standalone Player built from Windows Editor fails to launch.
This issue happens to Mac Standalone Player built from Windows Editor. They cannot run on OSX.
Repro:
1. In Windows, build OSX Standalone Player from any project (need both Mac and Windows standalone support)
2. Move the built Player to OSX
3. Try to run it.
Note: There is a online post about what the issue is: https://stackoverflow.com/questions/50577473/unity-game-compiled-in-windows-doesn-t-open-in-mac
Found in: 2019.1.0a2
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Resolution Note (2019.2.X):
This behavior is endemic to MacOS and not something Unity can change. From StackOverflow regarding a similar issue:
Unix Note: File permissions are not retained when files are copied; they end up with the default UMASK permissions instead. This is caused by the lack of any means to query or set file permissions in the current Java runtimes.
https://stackoverflow.com/questions/14603625/how-to-preserve-exec-file-in-ant-copy-task
In other words, unlike Windows were the ".exe" extension indicates a file is executable, in Unix systems "executable" is a security bit that's assigned by the OS indicating a given file can be executed (regardless of extension) and which users are allowed to run it.
Depending on how the executable files are copied between Windows and Mac, the executable bit may or may not be set on the Mac destination file; it depends on how "smart" the file copy program is. I found using a zip program to first create an archive of the build on Windows and then coping/unzipping the file on Mac seemed to work, probably since the zip archive preserves file metadata.