Hi --

I've been struggling to properly export & notarize a MacOS build for my latest project using Godot 3.5 (I'll upgrade to 4.x at some point, I have a big project built in 3.5 that I don't want to debug/refactor in the new 4.x yet).

I've been able to export & notarize an iOS build in Xcode. The early version was approved by the App Store this summer, I'm about to submit the updated version.

I want to include the MacOS build as well but notarization is ... difficult, to say the least. I've followed all the online help I can dig up (for example: https://docs.godotengine.org/en/3.5/tutorials/export/exporting_for_macos.html#doc-exporting-for-macos and https://ask.godotengine.org/146388/macos-notarization-fails-due-to-package-invalid?show=146388#q146388). No dice. Even after following all the steps & comments in the ask.godotengine.org article, I'm still getting a "Notarization Failed" error from Godot.

I've gone around and around with Xcode & trying to build a MacOS project for export there. I nearly got it to work, but getting scons errors. Here are the last tidbits from the log that show the error:

scons: done reading SConscript files.
scons: Building targets ...
scons: *** Do not know how to make File target `install' (/Users/nickblake/Public/Source/godot/install). Stop.
scons: building terminated because of errors.
[Time elapsed: 00:00:04.002]
Command ExternalBuildToolExecution failed with a nonzero exit code

I've read on Reddit and elsewhere that MacOS apps can be distributed via itch.io without notarization. Is this accurate?

Any ideas about how to solve notarization via Godot?

Thanks!