What would be the recommended way to cross compile so I can support Macs? I have a Mac laptop somewhere but it would be a tedious process to get it to compile. Is there a better way where I can do it all on my Windows laptop? Thanks
There’s this thread where they say you could do it in the cloud:
But the point is that you will want to test the plugin after compilation, so if you have a Mac around then the best thing to do is to use it, at least for testing.
Thanks, I just got the Mac vst3 and component files to exist, but I realize that Apple requires signing the software to run it. How would I go about this on Windows, or is it only possible with Xcode?
yes you’re right, now that I remember I have a dev account in XCode… so you probably want to do the same
I’m curious did you actually compile macOS AU and VST on Windows? I wouldn’t think it would work too well since you’ll need to compile against the mac libraries and you need the signing tool etc… But either way, you can use Azure Pipelines, Github Actions, or similar services to build on both macOS and Windows for you, the issue is just getting a pipeline set up to do all the things you need.
For that matter, you’d be missing all the SDKs, frameworks and headers needed to even generate the code that expects to call the libraries. Not understanding how this would work at all, unless you’re using Visual Studio to compile an executable and naming it like a macOS bundle…that is NOT going to work.
I used the GitHub template repo that Oli talked about. It used Github’s actions feature to build for Mac in the cloud. I haven’t tested it on a Mac yet because they’re weird when it comes to unauthorized software, so the next step is to get an Apple Developer account and sign it. I really don’t feel like spending an afternoon getting Xcode to work, so I believe there is a way to sign your software using the Apple Terminal. Ironically, the biggest issue right now is that I’m only 17 and an Apple Developer account requires you to be at least 18
@sstillwell I see your confusion and yes, if I did manage to get it working on a Windows computer there’s definitely something bigger going on
Sure, you can sign code from the command line using the
codesign tool, which is in /usr/bin, so I don’t think that’s installed by Xcode. Worst case you might need to install the Xcode Command Line Tools.
You WILL need Xcode to get the certificates from Apple, though, so I’m not sure why I brought that up.
The certificates are obtained through Xcode > Preferences > Accounts > add an account and log it in > click Manage Certificates button in the lower right.
And sorry, yeah, you have to be of age to sign a legally-binding contract with Apple. It’s even worse if you try to do it as a company and not an individual - you have to have an account and be registered with Dun & Bradstreet so Apple can check whether your business is legitimate and properly registered with a state’s registry (Secretary of State, usually). At least that’s how I remember it…
Yikes, glad I’m still in prototyping! I suppose developing good plugins take months and months so who knows, I’ll hopefully be 18 at the time of release
Great that you can do C++ plug-ins at that age!