Errors after importing plugins on other machines via source control

We are trying to setup Apple Unity Plugins, in out project we have a handful of developers who contribute to the project via git.

When building and importing plugins via tarball (as instructed in the Github repo) the package clearly points to local path, so once pushed all members encounter the error:

An error occurred while resolving packages: Project has invalid dependencies: com.apple.unityplugin.accessibility: Tarball package [com.apple.unityplugin.accessibility] cannot be found at path .....

When trying to actually move content to the package folder (same way as any other unity plugins is setup) and add it as "embedded", it works fine on local machine, but team members will get a few of errors:

  • [Apple Unity Plug-ins] No Apple native plug-in libraries found.
  • DLLNotFoundException: AppleCoreNativeMac assembly ...
  • No Apple Native plug-in libraries found.

Moreover AppleCoreNativeMac.bundle is flag as not verified and deleted by macOS.

What is the right way to setup unity plugins in a project used by multiple members via sourcetree ?

Answered by DTS Engineer in 828820022

Hello,

We recommend reaching out to the Unity community for help with distributed development using Unity plugins.

The issue you're facing isn't specific to Apple Unity Plugins.

Hello,

We recommend reaching out to the Unity community for help with distributed development using Unity plugins.

The issue you're facing isn't specific to Apple Unity Plugins.

The macOS bundle being flagged by security, doesn't really seem like Unity issue. I only target iOS so if I build plugin without macOS platform (ignoring the playmode warning) I will still get errors "DllNotFoundException: AppleCoreNativeMac assembly:<unknown assembly> type:<unknown type> member:(null)" when entering play mode...

Errors after importing plugins on other machines via source control
 
 
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