Open cheesymoo opened 1 week ago
To clarify, I am not talking about how to compile the native plugin for iOS. I am talking about this runtime error given by iOS apps:
Audio source failed to initialize audio spatializer. An audio spatializer is specified in the audio project settings, but the associated plugin was not found or initialized properly. Please make sure that the selected spatializer is compatible with the target.
The provided documentation is lacking detail on how to load a Spatializer Plugin on a Unity app that target iOS.
The only working solution has been provided by the community: (via: https://discussions.unity.com/t/native-audio-plugin-bundle-does-not-work-on-ios/767945/3)
Is this the recommended approach by Unity?
Earlier documentation suggests that the prefix
audioplugin
is sufficient for the plugins to be loaded, but this does not seem to the the case on embedded platforms.