In sign tool I'm getting the error: bad executable.
I'm sure this has something to do with the application already being signed.
How do I remove the signature from the application.
I made it by unreal and I've heard unreal automatically signs the app on export.
I also heard if you change the extension to .zip, and then back to .exe or .appx, it will remove the certificate. But I tried that and had no luck.
By the way I don't use visual studio is there an straight forward way of doing this?
Thank you.
This will help. It is a utility called delcert with soure code on xdadevelopers. It removes digital signatures (Authenticode) from executable files.
Also check that you are running the correct version of the signing tool (32/64 bit) for the executable you need to sign.
Related
as we write passwords in key.properties file for signing flutter APK. its not dangerous? how we can make it secure after debugging and reverse engenearing?
storePassword=
keyPassword=
keyAlias=
storeFile=
This is already a secure mechanism that is followed by Android.
Full Article : Article to refer
In Brief:
Creating a keystore file is quite similar as storing configs in environment variables, By default if you generate or sign app using android studio it stores the credentials directly in the gradle file so instead of this when we are working in teams we store these in a different file which is not included when we build and also can be excluded when from source control using .gitignore
So we use this keystore variables while signing the app instead of hard coded strings.
Another reason is the .jks file which is indeed really important exists on your pc only and without which you cannot compile the app.
There are practices that you can follow to ensure security like using Proguard and code obfuscation, flutter still is in growing stage so they would likely ensure the use of NDK with which one can write the files natively into .so files, which are much less likely to be decompiled than APKs.
To keep the file private, add it to the .gitignore file:
**/android/key.properties
I'm using a PC and I've created a build for Mac standalone.
I shared the file with my test user by zipping and emailing the build, but when he tries to run the application he sees this error:
The application "SomeApp.app" can't be opened.
After some searching, I learned that I need to do chmod to open the file. Can anyone tell me how to do that on a Mac?
The zip format doesn't have easy support for Unix-like file permissions, so your transfer process is stripping any permission flags that OSX uses to recognize files within that zip that are supposed to be executable. This can also happen with other file transfer solutions, so it's something to watch out for.
The best solution would be to create an archive which does keep those permissions, such as a tar archive.
Failing that, you can have a Mac user open a terminal and set the permission flag manually:
chmod a+x SomeApp.app/Contents/MacOS/*
(Replace SomeApp.app with whatever your .app folder is named)
I had the same issue, I left an answer here, at the bottom: https://forum.unity.com/threads/mac-build-breaking-when-uploaded-to-storage.1093330/
The problem was not with the .zip, but rather with the build itself. Ran fine on my Mac, did NOT run fine once I uploaded it and downloaded it again (or if anyone else downloaded it).
Edited 12/8/2021, as per EmiOB's suggestion, to add the text of my answer (same as in the link):
This worked for me on 2020.3.16f1:
In the Unity Editor: Build Settings, check the box that lets you make an XCode project (requires having XCode installed, I believe I have Xcode 11)
Open the XCode project
Build
That solved my problem :)
Yesterday I updated my unity to latest version..
Then the launcher is blank.
And when i open any .unity file.. It opens the editor with a error.
Error loading file:///C%3A%2FUsers%2FBuckyDroidz%2FAppData%2FRoaming%2FUnity%2FPackages%2Fnode_modules%2Funity-editor-home%2Fdist/index.html#/login
Unity is still working and running the project.. But unity launcher is not working
After searching on google I found a fix. I mean I have to add some file in package folder.. But there was a link to download those files and the link is dead...
Help Me!!
Looking at your SO username, it looks like this is a problem with your computer username.The D in your name is probably "Ď" or some other character and Unity is having problem reading that file path(C:/Users/username/AppData/Roaming/Unity/Packages/node_modules/unity-editor-home/dist/index.html#/login). This causes license check to fail.
Two things to try:
Method 1.
Change your username
A.Change your name to valid English characters
B.Uninstall and install Unity again to recognize that change.
If this does not fix your problem, do method 2.
Method 2
Do manual Activation
A.Disconnect your internet/wifi.
B.Open Unity. Go to Help -> Manage License
C.Click on Manual Activation.
D.Click on Save License or Save License Request(Depends on Unity version)
E.Connect to your internet/wifi.
F.Go to https://license.unity3d.com/manual then upload that saved license there. Follow steps to on the website to create a license on that website. Make sure to chose free unity version as the license type. When everything is done, you will be able to download a key file. Download that file.
G.Disconnect your internet/wifi again.
H.Open Unity. Go to Help -> Manage License
I.Click on Manual Activation.
J.Click on Load License then choose the file you downloaded from step F.
You can now connect to your internet/wifi again. Restart Unity and test if the problem is still there.
This is a issue with 2017.2 as well
To fix
go to C:\Program Files\Unity\Editor\Data\Resources\Packages
You can see 4 tgz files
unity-editor-home.0.8.30.tgz
unityeditor-cloud-hub-0.0.15.tgz
unityeditor-collab-history.0.6.14.tgz
unityeditor-collab-toolbar.0.7.15.tgz
Use an unarchive program (I used 7-zip file manager) to open each one of these and extract contents (dist folder and package.json file) to your Roaming folder
C:\Users\YOURUSERNAME\AppData\Roaming\Unity\Packages\node_modules
After extract, the folder looks like this..
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-cloud-hub
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-history
..\AppData\Roaming\Unity\Packages\node_modules\unityeditor-collab-toolbar
and unity-editor-home like below (one level subfolders shown)
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\dist
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\package.json
..\AppData\Roaming\Unity\Packages\node_modules\unity-editor-home\README.md
So here is the situation. I want to bundle Google Chrome Portable by itself. The only modification I would make is to change the default homepage, and add a shortcut link to the desktop. I also can't use the included Google Chrome installer because I would need to change the default homepage.
What should I use to make a simple installer that just unzip the Google Chrome folder into programs and create the shortcut on desktop? I don't need anything fancy like program registration or anything like that, in fact, most of my clients probably will not have installation rights on there computer.
Now my project is in Visual Studio 2008, but I am willing to use any other type of packager.
You can also try the free version of Advanced Installer, i.e. by creating a "Simple" project. There is also a five-minutes tutorial on how to create the package
I went with the WinRar SFX Archive File, with auto-run after it finishes.
The motivation for this question is me trying to get LDAP functions to work with an iPhone application which is a project I'm attempting for part of my dissertation.
When I was developing the application I used the ldap.framework framework that is part of Mac OS X. This works fine in the simulator, but when I try to now get the app on a device it tells me that I'm not allowed to use this framework.
After some research I found that I could build openldap using the arm architecture and add the static library to my application destined for my device.
I eventually managed to compile configure and build openldap by setting variables as mentioned here and using the following commands...
Ade$ ./configure CC=$DEVROOT/usr/bin/arm-apple-darwin9-gcc-4.0.1 \
LD=$DEVROOT/usr/bin/ld --host=arm-apple-darwin --with-yielding_select=yes
Ade$ make depend
Ade$ make
I was told that the file I'm looking for will have an extension of '.a' so I searched for a '.a' file that mentions ldap...
Ade$ sudo find / -name *ldap*.a
Password:
/Users/Ade/Desktop/openldap-2.4.16/libraries/libldap/.libs/libldap.a
/Users/Ade/Desktop/openldap-2.4.16/libraries/libldap_r/.libs/libldap_r.a
So I assume these are the files I need?
My question is what do I do next? I know I need to add the library to the Xcode project and probably add a load of '.h' files too?
If anyone can give me a pointer to documentation or shed any light on the next stage I would be really grateful.
Many thanks,
Ade
ps. I have also talked about this process on my blog at www.greenpasta.com.
I've done this same thing to build an LDAP client for the iPhoneOS 2.2. You just to drag the .a into the "link with libraries" build stage. I recommend using the regular (non _r) version of the library, unless you specifically need reentrancy on your ldap stuff (which I don't recommend). You can also add the .h's to your project, which is generally the easiest way to access them.
Simply drag the .a files into the Xcode project and choose "copy files into project". I'm not familiar with OpenLDAP but I think the _r version is just a threadsafe version. I would recommend using that and not copying the other. You should probably not copy both files into Xcode or you will get link errors.
Then do the same for the .h files that define the client APIs of OpenLDAP - again I'm not sure which these are but I'm sure you can find out easily.
I would advise organising the .a and .h files together in a Xcode group under resources.
Include the header files in your source and you should be good to go.
You may also need to add -lldap to your linker command (in the build settings pane).