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+2 votes
This binary is an additional 7.3MB that is x86/x86_64 and is only needed by Mac. How can we get it into a Mac specific folder? If I move it the files in Assets/Wwise/Deployment/API/Generated/Mac fail to compile. Any suggestions greatly appreciated.

Cheers,

scott

 

Our version.txt has the following:

Wwise Unity Integration Version Info:

Stable Version (SVN): 1648

Based on Wwise SDK: 2014.1.3 Build 5219

Unity Integration Version: 5

Installed Platforms: Windows Mac iOS Android
in General Discussion by Scott R. (120 points)

1 Answer

0 votes
Is this using Unity 4.6, or Unity 5? There seems to be a bug in Unity 5 about this: http://answers.unity3d.com/questions/928441/ios-build-is-including-mac-bundle-files-into-xcode.html

Note that the Unity 5 Integration uses the new plugin inspector functionality, so there is no need to keep on using the Assets/Plugins folder for Wwise.
by Benoit S. (Audiokinetic) (16.0k points)
We are using Unity 5.0.1p4 at the moment. We are trying to stay at the cusp of il2cpp fixes.

How would we go about taking advantage of your Note above? If I move those files somewhere else I get many DllNotFoundException: AkSoundEngine from Assets/Wwise/Deployment/API/Generated/Mac/AkSoundEngine_Mac.cs

[Edit 1]
Oh. Never mind. If I move this over to Assets/Wwise/Deployment/API/Generated/Mac I don't see the DllNotFoundException when I play in the Editor.

[Edit 2]
However, after the move to Assets/Wwise/Deployment/API/Generated/Mac/ and do an iOS build the AkSoundEngine.bundle is still in the iOS build.

[Edit 3]
I'm going to hazard a guess it is because Assets/Wwise/Deployment/API/Generated/Mac/AkSoundEngine_Mac.cs begins with the following line?
#if UNITY_STANDALONE_OSX || (UNITY_EDITOR_OSX && UNITY_STANDALONE_OSX) || (UNITY_EDITOR_OSX && UNITY_IOS) || (UNITY_EDITOR_OSX && UNITY_ANDROID)

I assume these defines are so you can play in the editor but don't exclude this code if building to either iOS or Android?
In Unity 5, the Plugin inspector was introduced: http://docs.unity3d.com/Manual/PluginInspector.html

Basically, it eliminates the need for the Assets/Plugins folder.

Before, in Unity 4, we stored ALL versions of our plugins (Debug, Profile, Release) in Assets/Wwise/Deployment/Plugins. When you installed a specific configuration, we copied it over to the Assets/Plugins folder, and this is the plugin that ended up in the game.

Unity 5 has no need for the Assets/Plugins folder any more; we simply need to check the correct checkboxes in the Plugin Inspector. This means that all our plugins can stay in Assets/Wwise/Deployment/Plugins, and we have a script to activate the correct plugins.

In your case, I think it is safe to say that you can simply delete the AkSoundEngine plugins that are found in Assets/Plugins, and then, using the menus, go to Assets > Wwise > Activate Plugins > Profile. The only place the Wwise plugins should be in your project is in Assets/Wwise/Deployment/Plugins.
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