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Building OSX Bundles for Unity Extensions with External Frameworks
I'm writing an extension to access the some license management software. For Windows, I was able to build a .dll and access the license management functions with no problem. However, when I move to a Mac and build a bundle accessing the same libraries as external frameworks, Unity never loads the bundle, always throwing a System.DllNotFoundException.
I've noticed that when I look at Unity's sample extension project, the bundle shows up as a folder in the project window. All my bundles have a box icon instead of a folder icon.
I've but the bundle in Assets/Plugins, and in the same folder as the executable (which works on Windows), but the bundle is never seen on the Mac.
I've seen this discussed in the forums, but I can't see that anybody's ever figured it out. I'd like to know:
- What type of Xcode project do I use to build the bundle
- How do I import the 3rd party libraries (frameworks) into my bundle so that Unity will see them, and
- Where do I put the bundle?
- in Assets/Plugins,
- in the same directory as the executable, or
- in some mysterious OSX place unknown to people with as much Windows brain damage as myself
Hi @HeywoodFloyd, how did you import the libraries into your Unity bundle?
Sorry, but I haven't touched XCode since 2011 and I don't remember.
Answer by HeywoodFloyd · Mar 02, 2011 at 11:12 PM
The problem was I was building a 64 bit bundle, and Unity wants 32 bit bundles.
Just wanted to say thanks for this! Super helpful! Been banging my head against a wall over this one for some time now, and this fixed it.
That´s right, even now with Unity 4.5.3 it´s still necessary to create our bundles on 32 bits mode. It looks that it´s going to change on Unity 5 because it´s only going to build 64 bit apps. I can´t give you an up vote because I don´t have enough point for that.
Yes, Unity 5.x requires universal bundles.