Create a DMG file with Installer - swift

Hi i have created a dmg file. with the command.
hdiutil create -format UDZO -srcfolder folder_to_compress archive_name.dmg
The structure of the DMG is the following
--Install.app
--payloads
----Application.app
----com.application.helper.plist
I have created and Install.app with whom i can install the application as well as the helper file. When clicking on the installer Apple asks me to Install the Install file and not to launch it from disk image.
Can i prevent this somehow? Adobe also has an Install.app but apple is not asking. I checked the plist files but i could not find something indication that the application should be launched from disk image.

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install4j launcher issue on Mac OSX app store application

We’re using install4j to create installers for our Java application, PDF Studio.
We’re currently trying to submit our application to the Apple store and for this, need a pkg file. We’ve created a pkg file from the Application folder that is created after running the dmg installer created by install4j and are working on removing one by one all the warnings and errors reported by the Apple store.
One issue we are having is that symlinks are not allowed by the Apple store and the JRE contains a symlink for a file called libjli.dylib.
When we try to remove the symlink or replace it with the actual file, the i4j launcher for our application is broken.
When we remove the file from the install folder:
rm /Applications/PDF\ Studio\ 2018.app/Contents/PlugIns/jre.bundle/Contents/MacOS/libjli.dylib
We get an error message on launch saying "Java SE 8" couldn't be loaded because it's executable couldn't be located."
If we try to copy the file to the symlink location:
cp /Applications/PDF\ Studio\ 2018.app/Contents/PlugIns/jre.bundle/Contents/Home/jre/lib/jli/libjli.dylib /Applications/PDF\ Studio\ 2018.app/Contents/PlugIns/jre.bundle/Contents/MacOS
Then the launcher fails with no error message dialog.
If we run with install4j log enabled:
INSTALL4J_LOG=yes /Applications/PDF\ Studio\ 2018.app/Contents/MacOS/JavaApplicationStub
Then it will print "Error: could not find libjava.dylib."
Has anyone tried to do this and made it work?
It seems like the launcher is looking under /MacOS/libjli.dylib. We think it is the JavaApplicationStub executable file that decides where to look which is created by install4j.
Is there is a way to set where the launcher looks for the jre.bundle executable libjli.dylib?
You can extract the DMG and edit the Info.plist file so that it contains
<key>CFBundleExecutable</key>
<string>../Home/jre/lib/jli/libjli.dylib</string>
We will check if we can do this in general.

Unity3d OSX "Application can't be opened"

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 :)

Deploy files in the localState folder during installation of a store app

I am building an app for windows store and I need some default and example data to be in the localstate folder (Windows.Storage.ApplicationData.current.localFolder) when the app run the first time.
The folder and files structure is a bit complex and I tryed to copy the files at the start of the application, but I can't manage that way.
Is it possible to have files being copied automatically from the installation folder to the localstate folder during the store app installation?
Unfortunately, customization of the app install process isn't currently supported. You have to do this as part of your first run processing.
One possibility is that you include the data in your package as a .ZIP or other compressed file and use an appropriate library to expand that file into a folder structure on startup. That could simplify your logic considerably. (I don't have a library to recommend; it's just an idea.)

Deploy Click once as a single file?

I am looking to use click once to deploy an application for internal use, When publishing to the network share it creates several files and folders. (manifest, ApplicationFiles etc)
Is there a way to bundle this up as a single file, I do not fancy the idea of allowing other users access to the application Files folder that is created, I would rather just give them the exe and have it take care of everything else.
Does anyone have experience with this, or am I stuck with the application Folder, Application Manifest, and setup file all being in the same directory for installation.
There is not a way to package the whole application folder and files into one file, like an MSI with ClickOnce.
You could code something on your own to have a shell app that use ClickOnce and its only file would be your app compressed. The shell would download that compressed file to the client's machine and would unzip etc.
You could also InstallShield Limited Edition that comes with VS 2012/2013 in the Other Projects, Setup and Deployment but that does give you the ClickOnce easy of deployment features. You could use the InstallShield setup to be your compress file in your shell clickonce app and then just use Process.Start to launch the InstallShield setup. It should work.

How to properly force a Blackberry Java application to install using Loader.exe

I want to include the Application Loader process in a software installation, to ensure that users get our software installed on their Blackberry by the time our installer software finishes.
I know this is possible, because Aerize Card Loader (http://aerize.com/blackberry/software/loader/) does this. When you install their software, if your Blackberry is connected the Application Loader will come up and force the .COD file to install to the device.
I can't make it work. Looking at RIM's own documentation, I need to:
Place the ALX and COD files into a subfolder here: C:\Program Files\Common Files\Research In Motion\Shared\Applications\
Add a path to the ALX file in HKCU\Software\Research In Motion\Blackberry\Loader\Packages
Index the application, by executing this at the command line: loader.exe /index
Start the force load, by doing this: loader.exe /defaultUSB /forceload
When I execute that last command, the Application Loader comes up and says that all applications are up to date and nothing needs to be done.
If I execute loader.exe by double-clicking on it (or typing in the command with no parameters), I get the regular Application Loader wizard. It shows my program as listed, but un-checked. If I check it and click next, it will install to the Blackberry. (This is the part that I want to avoid, and that Aerize Card Loader's install process avoids.)
What am I missing? It appears that the Aerize installer is doing something different but I haven't been able to ascertain what.
You can do it easily with the following command:
C:\RIM\JDE_4.7.0\bin\JavaLoader.exe -u load <.cod file>
With this command you don't need an alx at all, just the cod file. Look at JavaLoader usage help to see full options.
JavaLoader.exe can upload one code file. What about two or more cod files?