Scripts can be “run” from within the Script Editor application or saved as either script files or script applications, available for use at any time, and from within any application. Script files are launched from an application’s script menu or from the Mac OS system-wide Script Menu utility.
I am a windows guy new to Mac, I need to deploy software to lots of Mac.
I do centrally install software by scripts on Windows platform, but I still have no clue how to do it on Mac after having done some research.
Can someone tell me
What are some key components I need for centrally pushing out the software on the Mac?
What language do I need to use for the scripts?
Is there a Mac image create/deploy service available, like WDS on windows?
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What you ask is basically the trade of being a Mac administrator and there are three major ways to get this done and one where you let everyone do the work:
ssh
and tools like homebrew https://brew.sh and shell scripts to install software and entire applications. You probably have asked this question since you have ruled out options 1 and 2 - but they are realistic and scalable options for organizations in the 10 to 100 client range. Past 100, you're probably going to want some sort of Apple push / MDM / automation framework and using one that's already in service is better than making your own for almost all cases.
Also, be sure to evaluate your end user 'self-service' options. Munki has the managed software installer and I'm using JAMF's name for their end user portal for app installs, scripts and management. Even once you have a push framework set up to script things, letting users fix things themselves is the winning move if you want to scale up your support without hiring help desk staff to do everything for your clients.
bmike♦bmikeThere are a few apple device management softwares out there, but almost none of them (at least to my knowledge) is free. A very popular choice is JAMF Software.
It is quite sensible to consider scripts to remotely connect to devices and deploy softwares (hopefully those that require minimal user interactions). There are limitations however if you do not have full control over system configurations of the target devices; an end-user may disable remote login or uninstall your softwares etc.
Overall, I think the answer to this question may well depend on the nature of the software(s) to be deployed, technologies you want to use etc.
In this section, you'll learn how to use Visual Studio for Mac Tools for Unity's integration and productivity features, and how to use the Visual Studio for Mac debugger for Unity development.
Once Visual Studio for Mac is set as the external script editor for Unity, opening any script from the Unity editor will automatically launch or switch to Visual Studio for Mac, with the chosen script open.
Alternatively, Visual Studio for Mac can be opened with no script open in the source editor by selecting Open C# Project from the Assets menu in Unity.
Visual Studio for Mac Tools for Unity includes a shortcut for accessing the Unity API documentation. To access Unity API documentation from Visual Studio for Mac, place the cursor over the Unity API you want to learn about and press ⌘ command + ‘.
The Unity engine broadcasts messages to MonoBehaviour scripts, allowing developers to write code that reacts to messages such as OnMouseDown, OnTriggerEnter, etc. Because these are not virtual methods in the base MonoBehaviour class, some IDEs such as MonoDevelop lack code completion functionality for Unity messages.
However, Visual Studio for Mac Tools for Unity extends its IntelliSense functionality to Unity messages. This makes it easy to implement Unity messages in MonoBehaviour scripts, and assists with learning the Unity API. To use IntelliSense for Unity messages:
Place the cursor on a new line inside the body of a class that derives from MonoBehaviour.
Begin typing the name of a Unity message, such as OnTriggerEnter
.
Once the letters 'ont' have been typed, a list of IntelliSense suggestions appears.
The selection on the list can be changed in three ways:
With the Up and Down arrow keys.
By clicking with the mouse on the desired item.
By continuing to type the name of the desired item.
IntelliSense can insert the selected Unity message, including any necessary parameters:
By pressing Tab.
By pressing Return.
By double-clicking the selected item.
While you can always add new files to a Unity project in the Unity editor, Visual Studio for Mac allows for easily creating new Unity scripts, shaders, structs, enums, and folders from within Visual Studio.
To add a new C# MonoBehaviour script, right-click on the Assets folder or one of its subdirectories in the Solution pad and select Add > New MonoBehaviour.
To add a new Unity shader, right-click on the Assets folder or a subdirectory in the Solution pad and select Add > New Shader.
To add a new folder, right-click on the Assets folder or a subdirectory in the Solution pad and select Add > New Folder.
These additions are reflected in the Project window of the Unity editor.
right-click on the item to rename in the Solution pad and select Rename....
Note
If you have a new Unity project with no scripts and the Assets folder does not show up in the Solution pad in Visual Studio for Mac, add an initial C# script from within the Unity editor.
Unity projects can be debugged with Visual Studio for Mac.
To start debugging:
Connect Visual Studio to Unity by clicking the Play button, or type Command + Return, or F5.
Switch to Unity and click the Play button to run the game in the editor.
When the game is running in the Unity editor while connected to Visual Studio, any breakpoints encountered will pause execution of the game and bring up the line of code where the game hit the breakpoint in Visual Studio for Mac.
Starting debugging and playing the Unity editor can be completed in a single step directly from Visual Studio for Mac by choosing the Attach to Unity and Play configuration.
To stop debugging:
Click the Stop button in Visual Studio for Mac, or press Shift + Command + Return.
Note
If you started debugging using the Attach to Unity and Play configuration, the Stop button will also stop the Unity.
To learn more about debugging in Visual Studio for Mac, see Using the debugger.
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