Forum Discussion
Anonymous
12 years agoIf you have a Unity demo please export a Mac version too..
As is says on the Tin. It would be lovely if you could Export you Demos for mac.
I am developing my Cartoon Demo in OSX and exporting to PC - only take a couple of clicks :)
Pretty useful to test too - not had any cross platform problems so far - just small control issues and Exiting the apps.
I am developing my Cartoon Demo in OSX and exporting to PC - only take a couple of clicks :)
Pretty useful to test too - not had any cross platform problems so far - just small control issues and Exiting the apps.
16 Replies
Replies have been turned off for this discussion
- Thoth_The3xPartnerDon't you have to own a mac to publish for mac?
- JoseHeroic ExplorerI always appreciate it when unity developers release mac versions.
I'm a dual boot user, and lately I've been spending most of my time in mac os. It's cool to be able to use the Rift without having to end my mac session and booting into windows.
So yes, I agree. More mac content, please! :D - drashHeroic Explorer
"spire8989" wrote:
Don't you have to own a mac to publish for mac?
Nope, you actually only need a Mac to publish for iOS.
On Unity for Windows, you simply need to target "Mac OS X" (one of the Standalone platforms), and hit Build, and it will create an OSX .app file, which can then be copied over to a Mac and it will run. I didn't even need to fiddle with permissions last time I tried this.
However!! There is one thing you need to watch out for (as far as I know). If your Unity project uses any Windows DLL plugins, such as Sixense unity plugin that comes off the asset store, you have to be sure that any references to those plugins in your code are worked around by using compiler directives to test which platform you're compiling on.
For example, say you have a variable in one of your scripts to store "which hand" to use for something, you'd have something like this:public SixenseHands hydraControllerHand;
And then further down you'd actually use it in Update() to grab controller data:SixenseInput.Controller hydraController = SixenseInput.GetController (hydraControllerHand);
Both of those lines will cause compiler errors on the Mac if you're using the "sixense.dll" Windows plugin, at which point all kinds of chaos could ensue in your app. Same goes for any references to a Windows DLL plugin namespace in your "using's".
To get around this you basically have to get the Mac version of the plugin (for the Hydra plugin, I think Sixense is working on a Mac one, not sure of the status right now), or just rip out functionality for the Mac by doing something like this:#if (UNITY_STANDALONE_OSX == false)
public SixenseHands hydraControllerHand;
#endif
and#if (UNITY_STANDALONE_OSX == false)
SixenseInput.Controller hydraController = SixenseInput.GetController (hydraControllerHand);
.
.
.
all the Hydra-specific code
.
.
.
#endif - JoseHeroic Explorer
"drash" wrote:
To get around this you basically have to get the Mac version of the plugin (for the Hydra plugin, I think Sixense is working on a Mac one, not sure of the status right now), or just rip out functionality for the Mac by doing something like this:
I played around with your simple hydra head tracking source (thank you!) on mac osx. It didn't work until I followed the instructions in this post on the sixense forums.
As far as I can tell, that link contains the latest version of the sixense unity plugin for osx. - daatgamingHonored GuestIt worked for you? Unity just crashes if I hit play...
- JoseHeroic ExplorerFor me, it crashes when I play and then stop in the editor. Build & run appears to work as expected. I'm on Mountain Lion 10.8.3
- MickmanProtegeI uploaded my Game Demo to both Mac & Windows... so easy to do. Game's called "RIFT Rover"
- zwickarrHonored GuestI'm on PC and made a OSX build of Planet 1. Give it a shot. I tried it on my wife's imac and it ran. hope it works for you.
this is actually a newer build with better rover controls, you can get off the controls and walk around the unfinished ship, use the escape pod, change the ships yaw,pitch, and roll on the ships dash. oh and if you fly up into space you will see a space station that you can fly around
You need an xbox 360 controller (or i guess a gamepad) to play it.
Lots unfinished, i forgot to turn off the rover controls when you get out of the rover so you can actually remote control the rover when you are walking on foot. So you could say its a sneak peek of the update just for Mac users! :D
https://dl.dropboxusercontent.com/u/2203135/Planet1_v.01.2_OSX.zip - sbnewsomHonored GuestThis thread quelled my worries that one must have a Mac to publish for Mac...still sucks one can't publish for iOS on Windows though.
- Anonymous
"sbnewsom" wrote:
This thread quelled my worries that one must have a Mac to publish for Mac...still sucks one can't publish for iOS on Windows though.
You can't publish to win phone on a mac either ;)
Keep the mac demos coming!
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 6 months ago
- 8 months ago