Well, there’s two problems here:
The latter is clearly a bug in macOS, and I encourage you to file it as such. Please post your bug number, just for the record.
Having said that, there’s probably something about your built app that’s triggering this. As with any third-party tooling, you can approach this in one of two ways:
For that last point, my advice in this case is:
1 Build a simple app with Xcode.
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Build a simple app with your tools.
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Verify that the first doesn’t have this problem and the second does.
Note If you see the problem with your Xcode version, I’d love to hear about it because that’s something I can help you with.
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Compare how the bundles are assembled. It’s likely that there’s something wonky with the Info.plist
the failing app.
As to what’s causing the app to fail to launch, there are a variety of potential reasons for that. I talk about a bunch of them in Resolving Trusted Execution Problems. The best first step is to run syspolicy_check
against your app.
However, lemme clarify some specific points…
macOS won’t run unsigned Apple silicon code. If the code is truly unsigned, this issue is not a surprise (unless you happen to be buildding Intel code). In most cases, if someone says they have unsigned Apple silicon code, they actually have ad hoc signed code. Cross-platform tools typically rely on a process calling linker signing to generate that ad hoc signature.
macOS can run ad hoc signed (or unsigned, on Intel) code. If the code is quarantined then you need to bypass Gatekeeper, but there’s a documented process for doing that.
You can test this for yourself with Xcode. If you create a project from the macOS > App template and thes select Sign to Run Locally in Signing & Capabilities, the resulting app is ad hoc signed.
Share and Enjoy
—
Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"