I've been trying to get a MacOS build running and can't get it to work. My app runs fine if using electron directly, or if building without steam. It's when using steamworks that it breaks.
I was getting the following errors. Using the open command on MacOS and pointing it to the executable inside the .app folder I was able to get logs out:
[0624/140510.973198:ERROR:base/i18n/icu_util.cc:177] icudtl.dat not found in bundle
[0624/140510.973600:ERROR:base/i18n/icu_util.cc:224] Invalid file descriptor to ICU data received.
[46433:0624/140511.034126:ERROR:content/browser/network_service_instance_impl.cc:586] Network service crashed, restarting service.
[0624/140511.221391:ERROR:base/i18n/icu_util.cc:177] icudtl.dat not found in bundle
[0624/140511.221719:ERROR:base/i18n/icu_util.cc:224] Invalid file descriptor to ICU data received.
That was after I added a command to copy steam_appid.txt inside game.app/Contents/MacOS. On other OSes I was just copying steam_appid.txt to the root of the executable, but on mac the executable is deeper in subfolders, so I had to do that for it to work when testing builds locally.
After more research I found this thread and ended up trying to add the no-sandbox command line argument for mac builds. Now they were launching, so I tried copying it to my Windows PC and uploading it to steam with steam pipe (I can't find any way to upload builds from Mac, and I wonder if copying the folder to windows could break it). Once downloaded from Steam, the build has the following errors, despite working locally:
dyld[49394]: Library not loaded: @rpath/Electron Framework.framework/Electron Framework
Referenced from: <[SOME ID]> [HOME FOLDER]/Library/Application Support/Steam/steamapps/common/[GAME FOLDER]/[GAME].app/Contents/MacOS/[GAME EXECUTABLE]
Reason: tried: '[HOME FOLDER]/Library/Application Support/Steam/steamapps/common/[GAME FOLDER]/[GAME].app/Contents/Frameworks/Electron Framework.framework/Electron Framework' (not a mach-o file), '[HOME FOLDER]/Library/Application Support/Steam/steamapps/common/[GAME FOLDER]/[GAME].app/Contents/Frameworks/Electron Framework.framework/Electron Framework' (not a mach-o file)
I have no background knowledge on how electron or chromium works so I don't know what could be happening.
I also tried what's mentioned in #149 and looked at any other issue threads about Mac, but it's hard to tell how to get a Mac build working, or if anyone has.
Other relevant info:
- I am not doing code signing. I'm not sure if we have to?
- This is a Mac M1 (so apple silicon)
- The build architecture is intel (x64). Universal builds don't work, and I wanted to make an intel build for compatibility
- I am using electron forge
I've been trying to get a MacOS build running and can't get it to work. My app runs fine if using electron directly, or if building without steam. It's when using steamworks that it breaks.
I was getting the following errors. Using the
opencommand on MacOS and pointing it to the executable inside the.appfolder I was able to get logs out:That was after I added a command to copy
steam_appid.txtinsidegame.app/Contents/MacOS. On other OSes I was just copyingsteam_appid.txtto the root of the executable, but on mac the executable is deeper in subfolders, so I had to do that for it to work when testing builds locally.After more research I found this thread and ended up trying to add the no-sandbox command line argument for mac builds. Now they were launching, so I tried copying it to my Windows PC and uploading it to steam with steam pipe (I can't find any way to upload builds from Mac, and I wonder if copying the folder to windows could break it). Once downloaded from Steam, the build has the following errors, despite working locally:
I have no background knowledge on how electron or chromium works so I don't know what could be happening.
I also tried what's mentioned in #149 and looked at any other issue threads about Mac, but it's hard to tell how to get a Mac build working, or if anyone has.
Other relevant info: