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"Godot" is damaged and can't be opened #94
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Ok, thanks for reporting, looks like there may be extra steps that are needed to make those work. Unfortunately, I don't currently have access to Mac machine to properly test this myself and figure out what could be the cause of this, all the binaries were built using official Godot build containers and scripts. If someone has any ideas and expertise in this, I'd appreciate any feedback. If this issue still persists in future builds, I think it would be worth to link this issue in a "Known issues" on the Goost's Download page, but those should be fixed of course. If you're familiar with the process of compiling from source, you may still be able to use Goost. |
This may likely be due to verification process. Official Godot binaries, as far as I know, are currently notarized/code-signed. There may be ways to workaround this as well. Perhaps doing hacks like https://apple.stackexchange.com/questions/372084/macos-catalina-app-is-damaged-and-cant-be-opened-you-should-move-it-to-the-t may also workaround the issue. |
I've just tried running that command: but it didn't fix it. Also tried this to enable the "allow apps downloaded from anywhere" setting but still no luck :/ Will compile if I have to, but it would be nice to avoid it. |
@djrain is the previous beta release also broken when running on your machine? See https://github.com/goostengine/goost/releases/tag/1.0-beta-gd3. If not, this may be something more to do in the way I've updated the local buildsystem which lead to damaged binaries for real, otherwise I still suspect this is due to code signing, or lack of thereof, when I build those binaries, which isn't something which I can do at the moment. Basically see: godotengine/godot#11984 (comment) Maybe, just maybe, macOS sees custom builds of Godot as broken because they are very similar to Godot's official ones (because Godot builds are already signed and notarized). They could somehow see a mismatch between official Godot builds and Goost builds. The difference between Godot and Goost builds are literally just 1.5 Mb at the moment. 😃 |
Yeah, it's broken also. However, running this command (from thread you linked) allowed 1.0 to open without issue :) |
This issue just happened to me on 3.4.4. I tried the above tips, but the .app is still being marked as damaged on macOS Big Sur. |
@TrueSgtMonkey have you tried the workaround described in #143? |
For some reason the other day it didn't work, but this time it did. Thank you! I bet it was a user error on my part as I was exhausted that day haha |
Goost and Godot version:
Godot 3.3.2-stable + Goost 1.0-stable
OS/platform/device including version:
2020 Mac Mini (M1)
macOS Big Sur
Issue description:
Downloaded Godot + Goost (macOS standard 64-bit) for the first time, but when I unzip and try to open it, I get this:
No idea what would cause this... I am running the official 3.3.2 stable just fine.
I tried redownloading it and also restarting to no avail. Anyone else encountered this?
Steps to reproduce:
dunno... try to open Godot + Goost on M1 Mac?
Is this issue reproducible in official Godot builds?
no
Minimal reproduction project:
N/A
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