Darwin Build Environment Help Center

🛑 END OF THE RACE.

append delete Pierre-Marie Baty

Pierre-Marie here. The author of this toolchain.

Since 2011 this build environment has enabled thousands of people to build, deploy and distribute iOS and macOS apps (and even for some on not-officially-supported other Apple platforms), at the cost of an excruciating effort from me.

I have never attempted to hide it. I have never sought to draw people away from the Apple ecosystem, which I used to like a lot. I have never sought to earn a lot of money with this (hint: and I did not), neither did I seek to prevent other people from earning any. All my work always happened in plain sight ; the only thing I did not do, for philosophical reasons, was to advertise commercially for this product. I wanted to see if it could survive on word of mouth only - and it did.

For all these years, Apple knew about it. I have been contacted by Apple employees, even by a then top engineer (namely Nat Brown, who left Apple since, seemingly in disagreement with their policies) who wanted to know if we could collaborate somehow and exchange ideas to improve the Apple app production workflow.

For all these years, I strived to provide support to everybody's request, sometimes by the minute, and to provide constant patches for new features, undocumented protocol changes, and iOS/macOS technological evolutions.

I believe the apex of popularity of this toolchain was around 2020. Then, companies with a lot of backing money started to advertise about "cloud build" solutions, and started to herd people there. Consequently, the popularity and visibility of alternate toolchains such as this one started to decay progressively.

Just a few days ago, Apple decided to tighten the screws and stop accepting on the App Store apps that have been compiled with another toolchain than their Xcode, and made consequent technical changes to ensure this restriction would not easily be bypassed.

This sword of Damocles was hovering over our heads for a long time (since 2011 and the first version of this toolchain, actually). Perhaps I was accustomed to that continuously protracted threat, believing that if Apple employees themselves were using my tools internally, they wouldn't dare shut the door completely.

But we live in a world where everything is possible : they did.

Everything is possible in this brave new world indeed. I wouldn't be surprised that the most amazing things happen in the years to come (fasten your seatbelts, it won't be pretty).

As for me, I call it quits.

Also because I have taken a new dayjob since February this year, that simply doesn't leave me the material time I need to continue the race. I can't chase Apple's continuous changes to Xcode, iOS, macOS, the App Store, and Microsoft's changes altogether to continue delivering a product that reconciles these development platforms successfully. It is time to admit that the current feature state of this toolchain will only get worse and worse over time.

And I can't honestly let people continue to download a toolchain that I'm no longer able to support, and that can no longer represent a viable, long or even medium-term solution to their problems.

For this reason I have chosen to deprecate the asset on Unity's Asset Store.

Yes, there won't be any more updates.

I am sorry for those who bought the asset recently on the Asset Store, but Apple's decision to shut the door was something I had not anticipated. My mistake. Should these people request a refund, please contact me.

The source code of my work will not go public, to prevent dishonest people (there are some...) from setting up all sorts of paid services with it with minimal effort (I've seen this happen already, and it's not because I never did something that I'm okay with giving people the possibility of doing it).

That is not to say it will remain unavailable. If a *serious* company (one that doesn't have it already) is interested in it, they can acquire it from me. Terms and conditions to be discussed privately.

@Epic Games, and especially the people at RAD: thank you immensely for our cooperation and your support. I won't say more. Contact me again if you want the "latest and greatest".

End of the miracle. Wishing all the best to everybody.

Pierre-Marie Baty

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Replies

append delete #1. Aerilys

Pierre-Marie,
Thank you so much for all your work and support over the years. I'm sad that your tool is no longer going to be maintained, but honestly, I'm admirative that you've kept it alive for so long. It's been incredibly useful for our business for a long time.
Good luck with your new adventure.
Aerilys

append delete #2. Anthony

Sad to hear that, it’s the end of an era!
I’m really grateful for your work and for this plugin, which has saved me countless hours over the years. It's been my most loved tool from the Asset Store for all these years.

I’ve just started running into Apple’s new “Deprecated Transporter usage” error message, so I guess I’ll have to look into these cloud-based solutions or buy a sh**y Mac to keep going.

Thanks again for everything. You’ll definitely be missed!

All the best for your next adventures,
Anthony (Exoa.fr)

append delete #3. nekocon

Oh my god, I am absolutely devastated. Our game Muse Dash has relied on this incredible builder for its CI/CD from the 1st generation all the way to the 2nd. It allowed us to use multiple high-performance Windows machines to replace those expensive Macs with their underwhelming performance. But now, we are forced to face the reality of Apple's 'gold-priced' Mac RAM all over again.

It's a massive shame. But no matter what, thank you so much for your hard work and dedication over the past decade. You are a true rebel, standing up against Apple, the dictator of this ecosystem.

Utmost respect.

append delete #4. Jimmy2

I am sorry to hear the situation happened worse. I knew Apple has given frustration with ugly policies and tools, and iTMSTransporter is the worst tool I have used. The tool has fool features, and AppStoreInfo.plist is even terrible for transporting an app.

I have loved your chain-tool for a long times, and always appreciated your dedications for simple tools. I hope you are always good luck with new work.

Thank you so much!

Jimmy.

append delete #5. Kris Rok

<3

append delete #6. Farewell

This is sad news, I've been using your project for many years and it has always been a treat to use. Having everything setup to automatically build and deploy with this tool and have all the SDK stuff automatically updating by just downloading them from the apple website and not having to deal with keeping some Mac device up to date constantly and dealing with stupid OS upgrades just to upgrade XCode, where the device then ran out of storage and couldn't upgrade...god dealing with a physical Mac was such a headache, this project was a god send. I've tried cloud build tools before, they're all shit. They take way too long and half the time don't even work. Anyway rant over, Apple continues to make stupid decisions, water is wet, etc.

I really loved the OTA updating and log viewer, beat the hell out of having to get out the Mac just to debug something.

Sad to see this project go. It was great while it lasted. Now I guess I'll need to go re-engineer my CI/CD pipeline.

append delete #7. Neyers

Pierre-Marie,

Sad to see this.. but
Thank you so much! You did your best, and that tool is top notch , i'll miss it :(
I wish you a lovely life. For one guy to do all of that, you are a genius!

it's time for me to go back to Xcode , Damn ittttt :(

append delete #8. Rockin

For so many years, this tool saved my sanity. Saved countless situations. It was a perfect fit in a Windows based ci/cd environment. It was truly the hero of the day when it came to iOS deployment.

I wish things turned out differently - that you had more to gain from this and that Apple wouldn't close their garden further. The absence of this tool will be sorely felt.

But I'm writing this post to express my gratitude. Just looking at build.cmd you can see the artist behind the batch coder; by following changelogs over the years you can see the extraordinary struggle to keep up with undocumented Apple changes and the desire to make the experience even better than that on the mac!

And the automated uploader tool was a revelation. Resigning ipa-s is a magic bullet for some workflows.

Even if the builder will no longer produce builds accepted by the app store, I will still use it as long I can make fast iterations from my windows machine. It's super useful to do faster debug builds to test something like AR placement in a Unity based app. For me this is very intermittent - there's a month of iOS focused development, then followed by maybe 10 months I don't touch it again. I don't want to buy a mac for this, especially since Apple polices are so dislikable.

With my deepest appreciation for your hard work, cheers!
- Horea
<3

append delete #9. Tidvis

Thank you for your hard work. Your builder remains a useful tool even if the Upload Tool is now borked. Wish you luck in the future!

- The team at Tidvis

append delete #10. billygunn

Hi Pierre,

Thank you so much for creating and maintaining this tool. I’ve been using it for more than eight years, and it has been incredibly valuable.

It’s disappointing to hear that Apple’s recent changes have made it much harder to continue supporting the tool, especially now that the current version can no longer be used to upload builds to the App Store.

That said, I’d really like to encourage you to keep supporting it if possible. Even without App Store upload support, it is still an amazing tool for quickly testing iOS builds locally from Unity. For many of us, that alone is extremely useful. We can always use a rented Mac in the cloud for the final App Store submission step.

Perhaps the tool could be repositioned more clearly as a solution for fast local iOS testing and iteration, with the understanding that developers may need to use a Mac or cloud Mac service only for the final upload to the App Store.

Thanks again for all the work you’ve put into this over the years. It has saved me a huge amount of time, and I’m sure many other Unity developers feel the same.

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