Mac Editor Fix#26
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Updated: -Added EOSSDK.framework -iOS Post Process build to automatically disable bitcode for running correctly
This reverts commit 0b68f98.
Changes: -EOSSDK.framework couldn't be uploaded as it exceeds 100 MB -iOSPostProcessBuild to automatically disable bitcode
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I tried to update this transport a few days ago and kept getting an |
| #elif EOS_PLATFORM_OSX && EOS_UNITY | ||
| "libEOSSDK-Mac-Shipping" | ||
| #elif UNITY_EDITOR_OSX | ||
| "libEOSSDK-Mac-Shipping.dylib" |
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Since the string is the same in the editor and in builds, we don't need separate checks any more. Just one #elif EOS_PLATFORM_OSX should suffice
| /// In the unity editor the OnDestroy function will not run so that we dont have to restart the editor after play. | ||
| /// </summary> | ||
| namespace EpicTransport { | ||
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This chunk is only whitespace changes. I'd leave it out.
| return; | ||
| } | ||
| instance = this; | ||
| DontDestroyOnLoad(instance); |
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I didn't need this and in fact don't want it. This should be optional or left out.
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| // Free until the module ref count is 0 | ||
| while (FreeLibrary(libraryPointer) != 0) { } | ||
| Bindings.Unhook(); |
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Only formatting changed in this block and it didn't get better. I'd omit this chunk.
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| private void OnApplicationQuit() { | ||
| if (EOS != null) { | ||
| #if !UNITY_EDITOR |
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Nitpick: the block after this has #if UNITY_EDITOR while this is the inverse of that test. In this case I would move this block to the #else case of the if. This would only give you one affirmative test (no ! in the test) which is slightly easier to read.
I came here looking for a solution to the exact same issue you're describing. This PR fixed it for me so go ahead and try it out. |
To use updated EOS auth interface, we must provide an encryption key.
Changes: