Closed Helferino closed 2 years ago
That's a fun one. GameMaker Studio 2 has an official native built M1 version, it will use that whenever possible. Discord does not have an official M1 build, it is 'optimized' for Rosetta 2 (meaning it's been tested to work there), but it's still an AMD64 binary. Since M1 macs are overly expensive I just can't afford one so I only built NekoPresence for AMD64. Even if I were to build my extension for M1, Discord is still using Rosetta 2, there's no point. You can probably force your app to run in Rosetta 2 as well or just... complain to Discord :/
Ah, so its M1 problem, ok that's I need to know. I'm using M1 just for development so it's not big deal at the end of day, I was just wondering.. thanks and yes, I will definitely complain to Discord >:(
I published a new 1.3.2 version, I did recompile the macOS library as Universal (took me an hour of my life to figure out how to force CMake to use the older SDK but build for ARM). I have no idea if this will work with Discord itself, but my testing reports that it is a valid x86/M1 dylib and it does load & initialize for me on x86.
After some testing on an M1 Mac Mini it has been confirmed that NekoPresence now functions correctly on macOS, closing.
Hi,
I tried NekoPresence's extension example in my project on MacBook M1 and it doesn't work.
np_initdiscord
is returningfalse
but APP ID is correct. I even tried it on Windows (exactly same project) and it worked perfectly, so maybe there is problem with macOS ? M1 chip ? or some kind of macOS permission thing ?