kylem91237550 wrote Ideally, the app would use a crossplatform launcher that checks the user's OS, downloads the appropriate version and then launches the program. I've been looking all over for something like this, but it's extremely difficult to get working. I would avoid doing something like that, simply because the installer need to be a native binary for the target platform on Windows you will either produce a .exe or .msi installer, and on macOS you will either produce a .pkg or .dmg installer you can not have one single installer that does both. so, my advice would be to automated the process with an automated build use whatever you want: ant, make, etc. to produce your Adobe AIR app with captive runtime you need to be on Windows to produce the Windows version and need to be on macOS to produce the macOS version but the "assets" will be similar then for each platform where you want to distribute your AIR app you also use an automated process to generate the installers Under Windows, something like Advanced Installer can create a template that you can then run on the command-line afterwards Under macOS, you can find equivalent installer tools tools like pkgbuild and productbuild (command-line) are installed with XCode and you can use hdiutil to create a .dmg see OS X: Creating Packages from the Command Line - Tutorial and a Makefile see Using Ant to automatically create MacOSX DMG disk images you can find free GUI tools, for example Packages (see the resources page which is packed with tons of infos) you also have commercial tools like DropDMG most of those tools even with a GUI/IDE will let you generate a kind of template that you can then reuse in your command-line automated build So yeah it will require more work from you to organise all that but it is worth it, once all those building stuff is automated you'll merely update the version etc. you will have the luxury to generate installers for many different Windows setup 32-bit and 64-bit, Windows 7/8/8.1 signed installer either exe or msi, Windows 10 appx installer on the windows store, etc. And same for mac, wether you want to distribute your own .dmg or distribute with the mac app store, etc. Technically by producing professional installers you can reach more users and avoid the caveat like "huho this app is not signed should I install it or not?" the iOS SDK licence allow to sign mac OS desktop apps too for Windows 7/8/8.1 you will need a code signing certificate for Windows 10, under the Windows Store you self-sign the app and then the store sign it (works like Android, developer account cost like $20 or something)
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