iOS build instructions
Nobody has claimed this yet.
Assessment
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Newbie friendliness
- 35/100
- Issue type
- Documentation
- Clarity
- Mostly clear
- Activity status
- Stale
- Tech stack
- cpp, ios, unity
- Domain
- documentation, mobile
Research direction
No documentation file or test is named. Start by reviewing the existing guidance on Unity audio plugin loading for embedded platforms and the linked Unity discussion, then document the recommended iOS setup and clarify whether the audioplugin prefix is sufficient. Done means the iOS loading steps and the prefix limitation are clearly recorded.
Written by the indexing model from the issue text.
Description
The provided documentation is lacking detail on how to load a Spatializer Plugin on a Unity app that target iOS.
The only working solution has been provided by the community: (via: https://discussions.unity.com/t/native-audio-plugin-bundle-does-not-work-on-ios/767945/3)
extern "C" {
// We have to manually register the Unity Audio Effect plugin.
struct UnityAudioEffectDefinition;
typedef int (*UnityPluginGetAudioEffectDefinitionsFunc)(
struct UnityAudioEffectDefinition*** descptr);
extern void UnityRegisterAudioPlugin(
UnityPluginGetAudioEffectDefinitionsFunc getAudioEffectDefinitions);
extern int UnityGetAudioEffectDefinitions(UnityAudioEffectDefinition*** definitionptr);
} // extern "C"
- (void)shouldAttachRenderDelegate {}
- (void)preStartUnity {
UnityRegisterAudioPlugin(UnityGetAudioEffectDefinitions);
}
Is this the recommended approach by Unity?
Earlier documentation suggests that the prefix audioplugin is sufficient for the plugins to be loaded, but this does not seem to the the case on embedded platforms.
- Dominant language
- C++
- Stars
- 169
- Forks
- 33
- PR merge metrics
- No merged PRs in 30d
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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