Debugging plugins in Xcode

It’s been a long time since I last posted here. Nice to see the project is continuing to develop at rapid speed. Hats off to everyone invovled :clap:

So I’m returning to an a plugin I developed with an earlier API and I’m having issues debugging it in Xcode. If I select the FMOD Studio app as the debug executable, it tries to open FMOD but then exist with the following:

2020-10-15 09:58:54.612529+0100 fmodstudio[15882:807328] MessageTracer: load_domain_whitelist_search_tree:73: Search tree file's format version number (0) is not supported
2020-10-15 09:58:54.612560+0100 fmodstudio[15882:807328] MessageTracer: Falling back to default whitelist

Usage: fmodstudio [-build] [-shared-audio-source-dir <path>] 
       [-banks <banknames>] [-platforms <platformnames>] [-export-guids]
       [-script <scriptfile>] [-ignore-warnings] <project.fspro>

-build ................................ Build mode for command line tool.
-shared-audio-source-dir <path> ....... Overrides the assets folder path.
                                        (Optional)
-banks <banknames> .................... Comma-separated list of banks to
                                        build. (Optional)
-platforms <platformnames>............. Comma-separated list of platforms
                                        to build. (Optional)
-export-guids ......................... Exports event guids and mixer guids
                                        to text files.	(Optional)
-script <scriptfile> .................. Javascript file to run on the
                                        project. (Optional)
-diagnostic ........................... Runs validation check on the project
                                        for potential corruptions and
                                        errors. (Optional)
-ignore-warnings ...................... Continue building if warnings are
                                        detected. (Optional)
-help ................................. See usage information for command
                                        line tool.

Examples:
fmodstudio -build foobar.fspro
fmodstudio -build -banks "Master Bank, SFX, Music" foobar.fspro
fmodstudio -build -banks "Master Bank" -platforms "Desktop" foobar.fspro
fmodstudio -build -platforms "Desktop, XboxOne, PS4" foobar.fspro
fmodstudio -build -banks "Master Bank,Dialog" -ignore-warnings foobar.fspro
fmodstudio -build -banks "Master Bank,Dialog" -export-guids foobar.fspro
fmodstudio -build -shared-audio-source-dir "C:/audio assets" foobar.fspro
fmodstudio -script foo.js foobar.fspro
fmodstudio -diagnostic foobar.fspro

Is there some kind magic command line params I can pass to get FMOD to run from within XCode?

Unfortunately as part of Apple’s code sign / notarization process we must disable debugging support from our releases or run afoul of gate keeper. As far as I am aware there isn’t a way to work around this without us removing the notarization process from our builds.

Thanks Mathew. Can you provide a non-signed version for plugin developers to use? If we can’t debug plugins, then we can’t really develop for MacOS :frowning:

It’s not something we’re really set up to deliver as part of our usual release process but if you send me an email at support@fmod.com I’ll see if I can get you a build that works. Please specify in the email whether you need 2.0 or 2.1, also we’d be keen to hear about what plugin you’re developing.

Thanks Mathew. I’ll send you guys a mail now.