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Code signing error on IOS with libdracodec_Unity.bundle #4
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I got the exact same Problem. Did you find a solution? Unity doesn't let me change the platforms for dracodecunity.bundle. It always gets reverted to Any Platform. |
Hi, Thanks for bringing it up! Here's the steps to get around it:
If you want to deploy your software using DracoUnity you either have to
I hope that helps, Andi |
Added information to the project README.md |
Hi @atteneder, thanks for the answer, but i don't use Unity in macOS, nor do try to build a macOS app with DracoUnity. I try to build the app with DracoUnity for iOS Devices on a Windows PC an then publish the app with XCode on a Mac. |
Hi @chrisssssy never tried that combo, lol (downloading iOS module on win right now) changes to the package are not preserved if it's installed via package repo. And that makes sense. Packages are not part of the project itself. You can shoot yourself in the foot easily by making accidental changes and forget them. If you want to develop/change a package, install it via GIT or locally (e.g. download the repo as ZIP) The settings in your screenshot are not what I see. It's Editor and Standalone only here. Did you make an accidental change? Note: You can't even change the DLL settings. It's a bug that you actually can change the bundle settings, imho. |
I am not shure anymore how i installed it, but it's in the package manager and the registry is OpenUPM. |
Oh, that makes sense. I must have fixed it along the way. |
When publishing on apple store, the app code signing failed.
The issue is caused by wrong configuration of the OSX bundle on Unity :
Runtime/Plugins/x86_64/dracodecunity.bundle
Target defined on metadata file is for all targets instead of OSX only.
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