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Mac Editor Fix #26
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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
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
@@ -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.
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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.
@@ -412,21 +452,25 @@ public class EOSSDKComponent : MonoBehaviour { | |||
} | |||
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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: