Export for Mac OS
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vadim
mod
Exports to Mac OS are not fully automated at the moment.
After exporting PUNVoice application for Mac OS, please copy the folder
to
We will come up with a solution to make Unity deploy libopus_egpv library to proper location automatically.
After exporting PUNVoice application for Mac OS, please copy the folder
Assets\Plugins\libopus_egpv.bundle\Contents\MacOS\libopus_egpv
to
demo.app\Contents\Frameworks\MonoEmbedRuntime\osx\
We will come up with a solution to make Unity deploy libopus_egpv library to proper location automatically.
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Comments
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To make it work on the editor, copy
Assets\Plugins\libopus_egpv.bundle\Contents\MacOS\libopus_egpv
to the folder of the unity project. Same level that Assets. If you create a Unity project called "voice", on the voice folder.
That makes the demo work in the editor
Hope it helps
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Hello,vadim said:Exports to Mac OS are not fully automated at the moment.
After exporting PUNVoice application for Mac OS, please copy the folderAssets\Plugins\libopus_egpv.bundle\Contents\MacOS\libopus_egpv
todemo.app\Contents\Frameworks\MonoEmbedRuntime\osx\
We will come up with a solution to make Unity deploy libopus_egpv library to proper location automatically.
I did this to my exported app, and am still getting a "DLLNotFoundException" in the development console. Maybe I'm not understanding your instructions correctly, because "libopus_egpv" is a file and not a folder.
I'd appreciate any help!
Thanks
EDIT: I should also add that the voice works fine in the editor for me, after following iAR's instructions.0 -
Fixed it! For anyone else who has this problem, I changed "architecture" to "Universal" in the build settings. It was "x86" before.0
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Hi there,
I'm running into problems getting this running in the editor or in a standalone. On my version libopus_egpv seems to be renamed to opus_egpv, but I've copied this file anyway to the root directory of the Unity project.
Here's the error in the console, which happens whether opus_egpv is in the root directory or not:
EntryPointNotFoundException: opus_encoder_get_size
POpusCodec.Wrapper.opus_encoder_create (SamplingRate Fs, Channels channels, OpusApplicationType application) (at Assets/Plugins/POpusCodec/OpusWrapper.cs:124)
POpusCodec.OpusEncoder..ctor (SamplingRate inputSamplingRateHz, Channels numChannels, Int32 bitrate, OpusApplicationType applicationType, Delay encoderDelay) (at Assets/Plugins/POpusCodec/OpusEncoder.cs:227)
ExitGames.Client.Photon.Voice.LocalVoice..ctor (ExitGames.Client.Photon.Voice.Client client, Byte id, IAudioStream audioStream, System.Object userData, Int32 encoderSamplingRateHz, Int32 numChannels, Int32 bitrate, Int32 delay)
ExitGames.Client.Photon.Voice.Client.CreateLocalVoice (IAudioStream audioStream, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo) (at Assets/Plugins/PhotonVoiceApi/Client.cs:456)
PhotonVoiceNetwork.CreateLocalVoice (IAudioStream audioClip, ExitGames.Client.Photon.Voice.VoiceInfo voiceInfo) (at Assets/PUNVoice/Scripts/PhotonVoiceNetwork.cs:190)
PhotonVoiceRecorder.Start () (at Assets/PUNVoice/Scripts/PhotonVoiceRecorder.cs:239)
I'm still on Yosemite 10.10.2... I'm wondering if this could be part of the issue?
Any help would be much appreciated!
Thanks0 -
I got this working by replacing all instances of "__Internal" with "opus_egpv" inside the "#if UNITY_IPHONE || (UNITY_STANDALONE_OSX && UNITY_EDITOR)" condition of this file:
Assets/Plugins/POpusCodec/OpusWrapper.cs
I'm only building for OS X and Windows, so I have no idea what effect this might have on an iOS build.
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Thanks for comment. We totally forgot about these defines and wondered why Standalone export works while Editor does not.
It would be simpler to replace
#if UNITY_IPHONE || (UNITY_STANDALONE_OSX && UNITY_EDITOR)
with
#if UNITY_IPHONE
We will update package asap0 -
Please also note that since PhotonVoice v 1.1 was released with libs moved and renamed, the initial post is not relevant anymore. This thread to be deleted soon. So please open new discussion in case of further failures.0