pdrummond
Member
Hi everyone,
I'm in the process of preparing my game (Kells) for release on Steam and I really want to release for MacOS as well as Windows but after weeks troubleshooting, I think I'm probably going to have to give up on having a MacOS version at launch. I've read so many articles on here about it and none of them have worked so I didn't know if it's worth posting as my situation is the same as many of the other articles - but none of the recommended solutions have worked for me.
My development machine is a Mac. When I build the game via the remote worker for Windows with "Steam Enabled" it works fine. However, when I try to build the MacOS version natively, the game launches then terminates immediately (see error info below).
For the purpose of this post, I want to try to reduce the surface area of the problem by focusing on just finding out if it's possible to run the game locally with steam enabled on a Mac. Should it be possible or do I have to accept that I can't run it locally and that I have to get it notarised every time I want to test if it works?
- My machine is an iMac (27-inch, Late 2013) running Catalina (10.15.7).
- I am using version 1.42 of the Steam SDK as recommended.
- In the Platform Settings my SDK path is set correctly to be
- In the Game Options the Steam ID is set correctly.
- In the Game Options - macOS Platform Settings I have "Enable Steam" checked.
- The Build target is set to macOS YYC output.
- I have the latest version of the steam client running (Built May 18 2021, at 19:04:13, Steam API v020, Steam package versions: 1621394999)
When I click Run to build and run the game, I get the following error in the output window:
My next task is to start to unpack this error message and learn about why the code signature is invalid and why it is looking in the wrong place. But before I put loads of time into this, I'm just curious: is this error expected on a Mac?
Thanks in advance for any help on this - I've been struggling with it for weeks now and been down so many paths around code signing and notarisation but nothing I try has worked so far, so this is why I'm trying to break the problem down and just focusing on getting advice around running it locally for now.
Just for the record: It doesn't work when I go through the process of notarising it either - I'm just not sure if that's the same issue or a different issue specific to notarisation.
Thanks,
Paul.
I'm in the process of preparing my game (Kells) for release on Steam and I really want to release for MacOS as well as Windows but after weeks troubleshooting, I think I'm probably going to have to give up on having a MacOS version at launch. I've read so many articles on here about it and none of them have worked so I didn't know if it's worth posting as my situation is the same as many of the other articles - but none of the recommended solutions have worked for me.
My development machine is a Mac. When I build the game via the remote worker for Windows with "Steam Enabled" it works fine. However, when I try to build the MacOS version natively, the game launches then terminates immediately (see error info below).
For the purpose of this post, I want to try to reduce the surface area of the problem by focusing on just finding out if it's possible to run the game locally with steam enabled on a Mac. Should it be possible or do I have to accept that I can't run it locally and that I have to get it notarised every time I want to test if it works?
- My machine is an iMac (27-inch, Late 2013) running Catalina (10.15.7).
- I am using version 1.42 of the Steam SDK as recommended.
- In the Platform Settings my SDK path is set correctly to be
/Users/pdrummond/Steamworks/sdk142
- In the Game Options the Steam ID is set correctly.
- In the Game Options - macOS Platform Settings I have "Enable Steam" checked.
- The Build target is set to macOS YYC output.
- I have the latest version of the steam client running (Built May 18 2021, at 19:04:13, Steam API v020, Steam package versions: 1621394999)
When I click Run to build and run the game, I get the following error in the output window:
Code:
/bin/bash DONE (0)
/bin/bash -c "cd ~ && open -n -a /Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app --args -debugoutput \"/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/debug.log\" -output \"/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/debug.log\" -runTest -debug_steamapi -nosteamrestart"
/bin/bash DONE (0)
Igor complete.
/bin/bash -c "cd ~ && tail -F "/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/debug.log""
Starting...
MacAppSteamInit 1595300
steamfile:/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app/Contents/MacOS/steam_appid.txt
Steam being initialised with appId 1595300
Steam_Init
Error: Failed to load libsteam_api.dylib from /Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app/Contents/MacOS/libsteam_api.dylib
dlerror:dlopen(/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app/Contents/MacOS/libsteam_api.dylib, 1): no suitable image found. Did find:
/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app/Contents/MacOS/libsteam_api.dylib: code signature invalid for '/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app/Contents/MacOS/libsteam_api.dylib'
/Users/pdrummond/GameMakerStudio2/Mac/GMS2MAC/kells/kells.app/Contents/MacOS/libsteam_api.dylib: stat() failed with errno=25
GameName not set at this point
Failed LoadSteamLib() call: Error loading libsteam_api.dylib
SteamInit failed: Error loading libsteam_api.dylib
Thanks in advance for any help on this - I've been struggling with it for weeks now and been down so many paths around code signing and notarisation but nothing I try has worked so far, so this is why I'm trying to break the problem down and just focusing on getting advice around running it locally for now.
Just for the record: It doesn't work when I go through the process of notarising it either - I'm just not sure if that's the same issue or a different issue specific to notarisation.
Thanks,
Paul.