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Question by Mickman · Dec 08, 2012 at 04:18 PM · publishinguploadconnectitunes

publish to App Store BINARY to iTunes connect ?

Which files do I need to ZIP into a Binary to prepare for the Application Loader ?

Do I select all the files within the build Folder of my project ??

its my first time publishing.


Hi, & thanks so much for your answer...

I have now managed to get my app sent to apple for review.

I found it strange how there is no straight answer regarding building and publishing a game to Apple using Unity.

90% of the advice within Unity Answers is no longer valid. Anyone about to embark on publishing an app for the first time.. disregard most of the messages in this forum. You'd be better to read the instructions provided when you sign up with iTunes Connect.

If anyone knows of a set of instructions from A-B please post here for all to gain a better understanding of the process.

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avatar image Eric5h5 · Dec 08, 2012 at 10:20 PM 2
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Not a Unity question...read all the docs on the Apple iOS developer site.

avatar image Fattie · Dec 09, 2012 at 11:40 AM 0
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$$anonymous$$ickman , please do not post comments as answers. Just click "Comment" or click "edit" on your original question.

It sounds like you have a lot of anger because it is difficult being an Apple developer and using the overall iOS app store process.

Note that it is totally and utterly irrelevant, if you build your ipad app using corona, unity, raw in xcode, or whatever ... however you "make" your ipad app has no bearing, at all, in any way, on the system of submitting apps to Apple, being an App Store developer, sending them endless banking and tax information, etc etc.

I think every Apple developer agrees it is difficult particularly when you are new.

This is unsurprising and is - if you think about it - probably the single most widely known reality in the entire world of commercial computing. ie, observe that Apple is now the largest company on Earth, there are 400,000 apps, etc etc etc.

If this is shocking news to you, there's not much to say other than "sorry, everyone else already knows this, you must have been on $$anonymous$$ars for a few years!" Heh!

This question has nothing, at all, in any way, to do with Unity.

($$anonymous$$any ad$$anonymous$$s upon seeing it first would have just instantly deleted the question and sent you a polite note "try stackoverflow,com or apple.com".)

As you can see nevertheless many people Rushed to kindly spend their time helping you with the question.

Your comment on "disregarding messages on this forum" would appear to be utterly off-base.

This is a Unity forum where people ask questions like "how do I sort vertices from left to right" and "should I use kilograms in Unity" and "need Slender script asap, prefer java" and "what is yield"

The few comments on here relating to the iOS / App Store process seem to be perfectly sensible and indeed very informative.

But again it just has nothing to do with Unity. Unity makes it astoundingly easy to $$anonymous$$A$$anonymous$$E ipad apps (try writing raw opengl code!) but it has no connection at all to the business of establishing an account with apple, using Apple's app store process etc etc.

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Answer by Bunny83 · Dec 09, 2012 at 02:27 AM

The usual procedure is to just select "archive" in xcode. This will create an archive within xcode. In the oganiser window you can vaildate and distribute your game. Keep in mind that you have to create the app record first and you need to create a provisioning profile for distribution. This also needs to be downloaded and installed on your development machine. Once installed you have to select it in the xcode preferences for code signing.

As far as i remember that's all.

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avatar image Fattie · Dec 09, 2012 at 11:51 AM 0
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I think more generally it's just ... plain difficult. And moreover a rather specialist task.

you could give a synopsis about key points here, but it doesn't encapsulate the idea that if you want to be an iOS developer you have to get off your arse and learn a lot about, and keep very up to date on, the whole intense milieu of provisioning / submissions / ongoing interaction with your titles on the app store.

After all, think what one is doing - establishing a secure, nonhackable, DR$$anonymous$$'d, etc etc, "thing" that can be distributed over the air on to a billion flat glass pads with money flowing around on the order of a million? bucks an hour. I mean it's just nuts really. If I said to someone "oh, run out and make (say) a PGP key handler" - a similar sort of scale of enterprise - you wouldn't expect every hobbyist to be able to do that instantly. It's become a process you really have to constantly stay in tune with.

(Hell, in that movie "i-robot" merely a few years ago, there was a "sci-fi !" bit where the robots could be ......... UPDATED FRO$$anonymous$$ THE FACTORY -- OVER THE AIR!!! (gasp) via their glowing hearts. that's what we're collectively expected to hack, trivially, by today's civilian population.)

I know that in the general commercial space, in many cases really nobody even expects that a specialist programmer - like some physics genius or whatever like you or Eric5 - would even be expected to do provisioning and all that. it's beco$$anonymous$$g a specialist job someone else does, very often.

(hell, I'm only happy making colored diagrams regarding shapes! :) )

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