Closed sergiosolorzano closed 3 years ago
Are you using v1.4.1 ? https://github.com/lupidan/apple-signin-unity#installation
Also, is this Unity 2020.2 beta?
yep, 1.4.1 and beta 2020.2.0b12
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...
I'll work on that and come back yes
I'll give it a go with a clean project later today as well. 👍
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 🤷♂️
I also tried generating an Xcode project, and the .bundle
is correctly added to the Xcode file
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.
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
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!
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.
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.
Thanks a lot @lupidan , that's all clear now! Again thank you so much for preparing this cool asset, really enjoying it !!!
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!