MacFree — Unity 3D to TestFlight icon

Ship Unity iOS to TestFlight — from Windows.

MacFree builds, code-signs and uploads your Unity iOS game to Apple TestFlight from a Windows or Linux PC. No Mac. No Xcode on your machine. No command-line crypto.

Unity 6 · GitHub Actions or Unity Build Automation · Works with every render pipeline

Unity 3D to TestFlight — build without a Mac

A Mac is no longer part of the plan

Apple's build, signing and upload steps normally need a Mac. MacFree runs them on a cloud machine and drives the whole thing from inside your Unity Editor.

🖥️

No Mac Required

Build and ship from Windows or Linux. Every Mac-only step — Xcode build, code-signing, upload — happens in the cloud.

🔐

Automatic Signing

Your iOS distribution certificate and provisioning profile are created for you. No openssl, no Keychain, no manual steps.

⚙️

Two Build Engines

Choose the fully-automated GitHub Actions engine (no dashboards) or Unity Build Automation. Both reach the same TestFlight result.

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One-Click Ship

Build, code-sign, archive and upload to TestFlight with a single button. Roughly 15–25 minutes later your build is ready to test.

Smart Preflight

Catches missing icons and bundle-ID mistakes before they cost build minutes, stamps a fresh build number, and auto-selects the newest Xcode/SDK to meet Apple's requirements.

🔒

Safe by Design

Credentials are stored encrypted and kept out of Git. Your keys and passwords never leave your machine except as encrypted build secrets.

Three steps to TestFlight

Set it up once. After that, shipping a new build is a single click.

1

Connect

Paste your App Store Connect key and a couple of IDs. Once.

2

Set Up

One click creates your certificate, provisioning profile and cloud build config.

3

Ship

One click builds, signs and uploads. Your build lands on TestFlight.

Pick your build engine

MacFree drives two cloud build services. New to this? Use GitHub Actions.

Recommended

GitHub Actions

Fully automated with zero dashboards to click through. MacFree creates a private repo, pushes your project, installs the build recipe, and runs everything on GitHub's free cloud minutes. All you need is a free GitHub account and your Unity login.

Also supported

Unity Build Automation

Already using Unity Cloud / Unity DevOps? MacFree sets up the certificate, profile, secrets and build target for you — you just connect your repository once in the Unity dashboard, and ship.

Stop renting a Mac to ship iOS

Build, sign and upload your Unity game to TestFlight from the PC you already have.

Get MacFree on the Unity Asset Store

Support & Contact

Questions, bug reports or setup help — email us directly and we reply within 2 business days.

Email Support

digiforcebusiness@gmail.com

Reply within 2 business days

Unity Asset Store

View MacFree on the Asset Store

Published by DigiForce

Contact & Company

DigiForce — publisher details

Business & support info

Frequently asked

Do I really never need a Mac?

Correct. Every Mac-only step — compiling the Xcode project, code-signing, and uploading — runs on a cloud machine. You drive it all from the Unity Editor on Windows or Linux.

What do I need to get started?

Unity 6 with the iOS Build Support module, a paid Apple Developer Program account (Apple's requirement for any iOS app), a Unity account (Personal works), and — for the GitHub Actions engine — a free GitHub account. A full step-by-step PDF guide is included with the asset.

Is Unity Personal (free) enough?

Yes, for the GitHub Actions engine. You still need the paid Apple Developer Program — that's Apple's rule, not MacFree's.

How long does a build take?

Typically 15–25 minutes from clicking Build & Ship to the build appearing on TestFlight.

Where are my credentials stored?

Locally in your project's UserSettings folder (kept out of Git), and as encrypted secrets on your build service. They're only used by the build machine and are never committed to your repository.

Which render pipelines does it support?

All of them. MacFree is an Editor tool that renders nothing at runtime, so it works with Built-in, URP, HDRP and custom SRPs alike.