Zip Plugin - Invalid Signature

Hi,

I just uploaded my game for OS X and received an email from the App Store with this message:

Invalid Signature - The executable ${bundleName} at path XXXX.app/Contents/Resources/Corona Plugins/plugin_zip.dylib has following signing error(s): code object is not signed at all In architecture: x86_64 . Refer to the <a href=“http://developer.apple.com/library/mac/#documentation/Security/Conceptual/CodeSigningGuide/AboutCS/AboutCS.html”>Code Signing and Application Sandboxing Guide</a> and <a href=“https://developer.apple.com/library/mac/technotes/tn2206/_index.html”>Technical Note 2206</a> for more information.

Once these issues have been corrected, you can then redeliver the corrected binary.

I am assuming it is related to the zip plugin. The zip plugin configuration (build.settings) and its use is done as shown in the docs. In fact the same configuration has been working fine for the iOS version of the game.

Anyone else having this issue?

Isaac

I’ll have to check with Engineering, but I’m not sure how ported all of our plugins are for OS-X. Generally if it runs in the simulator it should be okay, but the OS-X version may need to be converted to 64 bit since we were only expecting to ship iOS apps with it the last time it was built.

Rob

Hi Rob,

It runs perfectly in the simulator but it fails to be accepted by Apple, returning that message and changing the status to “Invalid Binary”. If Engineering makes a change in the plugin I can let you know if that worked when I upload the game.

Thanks,

Isaac

Engineering is investigating.

I just got the same message from apple. 

How is the investigating progressing?

We are working on other issues at the moment.

Rob

I’ll have to check with Engineering, but I’m not sure how ported all of our plugins are for OS-X. Generally if it runs in the simulator it should be okay, but the OS-X version may need to be converted to 64 bit since we were only expecting to ship iOS apps with it the last time it was built.

Rob

Hi Rob,

It runs perfectly in the simulator but it fails to be accepted by Apple, returning that message and changing the status to “Invalid Binary”. If Engineering makes a change in the plugin I can let you know if that worked when I upload the game.

Thanks,

Isaac

Engineering is investigating.

I just got the same message from apple. 

How is the investigating progressing?

We are working on other issues at the moment.

Rob