Hi,
Thank you for the information and bringing this to our attention.
Testing both the package from our downloads and the Unity package manger it was set to Any CPU
Is there anything I could be missing?
Hi,
Thank you for the information and bringing this to our attention.
Testing both the package from our downloads and the Unity package manger it was set to Any CPU
Is there anything I could be missing?
Same issue as @ikvant. In our case we upgraded from 2.02 to 2.03 and ran into this: Mac builds completely inoperable.
Sweet summer child: do you think devs read upgrade checklists? No—they have work to do. They won’t read anything until they’re forced to, by a breakage like this. This kind of housekeeping should be handled during the upgrade, in a first time run script, or some kind of utility helper panel that can perform sanity sweeps for issues like this. Big Expensive Assets often come bundled with utility panels that automate tasks like this, so they can avoid forum maintenance on a case by case basis. (:
Hi,
I am still unable to reproduce the issue. I installed 2.02 from the Unity package manager, then updated to 2.03 and it points towards Any CPU
.
Could I get some reproduction steps?
Hi! Just chiming in to say that I had the same problem in a project. In this case, I installed 2.03 directly. From source control, it seems like this was the initial setting of the fmodstudioL.bundle.meta from the moment I installed FMOD in the project:
fileFormatVersion: 2
guid: a54932fee6765bd4da979192255d0357
PluginImporter:
externalObjects: {}
serializedVersion: 3
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
Any:
enabled: 0
settings: {}
Editor:
enabled: 1
settings:
CPU: AnyCPU
DefaultValueInitialized: true
OS: OSX
OSXUniversal:
enabled: 1
settings: {}
userData:
assetBundleName:
assetBundleVariant:
And after setting to “Any CPU”, the bundle file changed to:
fileFormatVersion: 2
guid: a54932fee6765bd4da979192255d0357
PluginImporter:
externalObjects: {}
serializedVersion: 3
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
Android:
enabled: 0
settings:
AndroidLibraryDependee: UnityLibrary
AndroidSharedLibraryType: Executable
CPU: ARMv7
Any:
enabled: 0
settings:
Exclude Android: 1
Exclude Editor: 0
Exclude Linux64: 1
Exclude OSXUniversal: 0
Exclude WebGL: 1
Exclude Win: 1
Exclude Win64: 1
Editor:
enabled: 1
settings:
CPU: AnyCPU
DefaultValueInitialized: true
OS: OSX
Linux64:
enabled: 0
settings:
CPU: x86_64
OSXUniversal:
enabled: 1
settings:
CPU: AnyCPU
Win:
enabled: 0
settings:
CPU: x86
Win64:
enabled: 0
settings:
CPU: None
userData:
assetBundleName:
assetBundleVariant:
And at this point, the development build worked correctly.