macos-spm-app-packaging
Scaffold, build, and package SwiftPM-based macOS apps without an Xcode project. Use when you need a from-scratch macOS app layout, SwiftPM targets/resources, a custom .app bundle assembly script, or signing/notarization/appcast steps outside Xcode.
When & Why to Use This Skill
This Claude skill enables developers to scaffold, build, and package macOS applications using Swift Package Manager (SwiftPM) entirely without an Xcode project. It streamlines the development lifecycle by providing automated scripts for app bundle assembly, code signing, notarization, and Sparkle-compatible appcast generation, making it ideal for command-line driven workflows and CI/CD integration.
Use Cases
- Bootstrap a new macOS application from scratch using a pure SwiftPM structure for better version control and modularity.
- Automate the complex process of code signing and Apple notarization for distribution outside the Mac App Store.
- Set up a continuous delivery pipeline to build, package, and generate update metadata (appcasts) for Sparkle-based software updates.
- Develop and package specialized macOS utilities, such as menu bar apps, using custom build scripts to manage entitlements and Info.plist configurations.
| name | macos-spm-app-packaging |
|---|---|
| description | Scaffold, build, and package SwiftPM-based macOS apps without an Xcode project. Use when you need a from-scratch macOS app layout, SwiftPM targets/resources, a custom .app bundle assembly script, or signing/notarization/appcast steps outside Xcode. |
macOS SwiftPM App Packaging (No Xcode)
Overview
Bootstrap a complete SwiftPM macOS app folder, then build, package, and run it without Xcode. Use assets/templates/bootstrap/ for the starter layout and references/packaging.md + references/release.md for packaging and release details.
Two-Step Workflow
Bootstrap the project folder
- Copy
assets/templates/bootstrap/into a new repo. - Rename
MyAppinPackage.swift,Sources/MyApp/, andversion.env. - Customize
APP_NAME,BUNDLE_ID, and versions.
- Copy
Build, package, and run the bootstrapped app
- Copy scripts from
assets/templates/into your repo (for example,Scripts/). - Build/tests:
swift buildandswift test. - Package:
Scripts/package_app.sh. - Run:
Scripts/compile_and_run.sh(preferred) orScripts/launch.sh. - Release (optional):
Scripts/sign-and-notarize.shandScripts/make_appcast.sh. - Tag + GitHub release (optional): create a git tag, upload the zip/appcast to the GitHub release, and publish.
- Copy scripts from
Templates
assets/templates/package_app.sh: Build binaries, create the .app bundle, copy resources, sign.assets/templates/compile_and_run.sh: Dev loop to kill running app, package, launch.assets/templates/build_icon.sh: Generate .icns from an Icon Composer file (requires Xcode install).assets/templates/sign-and-notarize.sh: Notarize, staple, and zip a release build.assets/templates/make_appcast.sh: Generate Sparkle appcast entries for updates.assets/templates/setup_dev_signing.sh: Create a stable dev code-signing identity.assets/templates/launch.sh: Simple launcher for a packaged .app.assets/templates/version.env: Example version file consumed by packaging scripts.assets/templates/bootstrap/: Minimal SwiftPM macOS app skeleton (Package.swift, Sources/, version.env).
Notes
- Keep entitlements and signing configuration explicit; edit the template scripts instead of reimplementing.
- Remove Sparkle steps if you do not use Sparkle for updates.
- Sparkle relies on the bundle build number (
CFBundleVersion), soBUILD_NUMBERinversion.envmust increase for each update. - For menu bar apps, set
MENU_BAR_APP=1when packaging to emitLSUIElementin Info.plist.