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Mac Editor Fix #26

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Mac Editor Fix #26

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MadkevOP7
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Changes:

  1. Added Mac OS dynamic library loading in EOSSDKComponent
  2. Fixed .dylib extension in Config

Updated:
-Added EOSSDK.framework
-iOS Post Process build to automatically disable bitcode for running correctly
Changes:
-EOSSDK.framework couldn't be uploaded as it exceeds 100 MB
-iOSPostProcessBuild to automatically disable bitcode
@spennythug
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I tried to update this transport a few days ago and kept getting an EntryPointNotFoundException error involving libEOSSDK-Mac-Shipping.dylib. Does this fix this? If so I'll test it out.

#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

@@ -15,9 +15,10 @@
/// 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.

if (instance != null) {
Destroy(gameObject);
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.


// 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.

@@ -412,21 +452,25 @@ public class EOSSDKComponent : MonoBehaviour {
}

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.

@Tubeliar
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I tried to update this transport a few days ago and kept getting an EntryPointNotFoundException error involving libEOSSDK-Mac-Shipping.dylib. Does this fix this? If so I'll test it out.

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.

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3 participants