lupidan / apple-signin-unity

Unity plugin to support Sign In With Apple Id
MIT License
598 stars 85 forks source link

no plugin on built app for architecture intel64+apple silicon #91

Closed sergiosolorzano closed 3 years ago

sergiosolorzano commented 3 years ago

Hello @lupidan

Thanks a bunch for the updated build with apple silicon!

I am sorry I had not come back with the git issue I raised about dllnotfoundexception on big sur. fyi I submitted my app to apple but had the app rejected. I am not clear if it had to do with this the library not having arm support at the time.

I have built a dev app with intel64+apple silicon but the plugin does not show in the package contents. Am I doing something wrong? If I built intel64 only it does.

Thank you for your help!

lupidan commented 3 years ago

Are you using v1.4.1 ? https://github.com/lupidan/apple-signin-unity#installation

Also, is this Unity 2020.2 beta?

sergiosolorzano commented 3 years ago

yep, 1.4.1 and beta 2020.2.0b12

lupidan commented 3 years ago

Could you provide a 2020.2.0b12 small project that reproduces the issue? I personally tested it on 2020.2, and I got it working 🤔 It was using the local package though...

sergiosolorzano commented 3 years ago

I'll work on that and come back yes

lupidan commented 3 years ago

I'll give it a go with a clean project later today as well. 👍

lupidan commented 3 years ago

Made an empty project on Unity 2020.2.0v11 Added the v1.4.1 plugin through the packages.json file, referencing the remote github url. Made a build for Intel+Apple Silicon, and the .bundle is correctly added into the .app file 🤷‍♂️

Screenshot 2020-12-01 at 19 22 50

I also tried generating an Xcode project, and the .bundle is correctly added to the Xcode file

Screenshot 2020-12-01 at 19 29 30

Try cleaning your packages cache, it could be that some local changes on the plugin meta files are overriding the default configuration of those meta files. Make sure the bundle inside the plugin folder is selected for Any CPU.

Screenshot 2020-12-01 at 19 27 58

lupidan commented 3 years ago

Postprocessing only works when building an .app file. Support for postprocessing for macOS Xcode project generation is not yet supported. Still, even with the postprocessing fails, the .bundle is correctly added.

I really think it might be something related to your package files cache

sergiosolorzano commented 3 years ago

Hi @lupidan I have prepared the downsized project but I think I can save you from looking into it because in reading your post I see and confirmed what the problem was, maybe this is my issue only? When I select an architecture on File-Build Settings-Architecture , whatever choice I make does not apply the change in MacOSAppAuth as per your third snapshot. Does changing the architecture in Build settings change it automatically in MacOSAppAuth for you? So I had been building with the wrong architecture selected in MacOSAppAuth. Now that I manually make the change it works :)

A question please - when should I select "Editor" as a platform on MacOSAppAuth ?

Thank you for your help!

lupidan commented 3 years ago

Does changing the architecture in Build settings change it automatically in MacOSAppAuth for you?

It doesn't have to change anything. It should stay as "Any CPU" which is the original value. "Any CPU" involves that it will be included whatever the build architecture is.

lupidan commented 3 years ago

A question please - when should I select "Editor" as a platform on MacOSAppAuth ?

If you mean the MacOSAppleAuthManager.bundle file, you shoudn't change anything there. The plugin code should be read only It's disabled for the editor for a reason.

sergiosolorzano commented 3 years ago

Thanks a lot @lupidan , that's all clear now! Again thank you so much for preparing this cool asset, really enjoying it !!!