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(2 edits)

Yeah, Mac export support on non-Mac platforms has been "challenging" in Godot off-and-on for multiple versions.

Primarily it tends to result from a combination of few/none of core developers using Macs (so code is tested less often) and that Apple uses/prioritizes a bunch of different technologies and isn't particularly interested in supporting cross-platform development environments.

With regard to `Invalid bundle identifier: Bundle is missing` message, did you specify an "Identifier" in the export dialog? (Looks like something like `com.example.gamename`. )

Edit #1: Another issue that talks about a related issue due to M1 Mac support: https://github.com/godotengine/godot/issues/51007

Edit #2: More information about some of the issues involved & potential workarounds/fixes are in this thread, particularly from the linked comment onward: https://github.com/godotengine/godot/issues/48076#issuecomment-824955659 This comment has links to in-progress Pull Requests with an attempt for proper fix: https://github.com/godotengine/godot/issues/48076#issuecomment-898283111

(+1)

Thanks for the info, very useful to know! You're right - I hadn't filled out the identifier. Those things are easy to miss during a final export rush I suppose.