FBX2glTF
FBX2glTF copied to clipboard
Properly sign and notarize macOS build
Godot version
4.2.stable
System information
macOS 14.2, M1
Issue description
This software is ineligible for submission to Homebrew (a popular package manager for macOS) as a cask because it is not properly signed and notarized.
Steps to reproduce
See https://github.com/Homebrew/homebrew-cask/pull/162337.
Minimal reproduction project
N/A
As I am completing https://github.com/godotengine/godot/pull/81746, there's been less focus on FBX2GLTF.
We discovered ufbx gave better results than FBX2GLTF.
I was not able to compile FBX2GLTF outside of Github actions, so no new features were added since that broke.
Suggestions welcome.
I think it's still possible to notarize the macOS artifact in the workflow file without revealing Apple Developer credentials using GitHub Action Secrets. I'm reading up on this article right now: https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow
Please let me know how I can assist. I'm juggling too many projects at the moment and won't be able to help much.
# Ideally a stand alone tool can be like this https://github.com/ufbx/ufbx-rust.
# But I am not interested in rust and I've already implemented this in Godot Engine fbx -> godot engine scene format -> gltf
ufbx -i input.fbx -o output.glb
I'll probably make a draft pull request for this pretty soon, but someone else would still need to have an Apple Developer account since I'm unfortunately currently ineligible for one.
to be honest, I just lost like 3 days trying to build from the original source, updating conan scripts from 1.x to 2.x.
if a working macos build via brew exists, this would be great relief. so fingers crossed u can get it done @valentinegb
so fingers crossed u can get it done @valentinegb
Sorry •.•'
https://github.com/godotengine/FBX2glTF/pull/50#issuecomment-1939588433