

You'll benefit from Direct3D and OpenGL technology - or opt out of that, depending on your needs. It also provides the option to work with both 3D and 2D engines. Unity's versatility lets its users easily create any genre of video game. You need to enable JavaScript to run this app.Unity is a video game development platform that's gone from being the preferred option for indie developers (owing to its ease of use and low cost) growing into the industry powerhouse it is today for everyone from indie devs to major studios like Obsidian and InXile. You can log this output by adding printf calls in your plug-in's code. Once launched, the standard output will be displayed in the console. This script takes a single optional argument: the path of the Wwise project to be opened.
#Wwise unity for mac and windows full#
The launch script is located in /Wwise.app/Contents/Tools/WwiseOpenProject.sh and can be launched from the Terminal application by its full absolute path, surrounded by quotes (or by manually escaping spaces). However, it is possible to read the console output by launching the Wwise Authoring application through a launch script. Note: Wwise Authoring must be relaunched for the new plug-in to be used.īecause the debug symbols of your plug-in will be in the Microsoft PDB format, there is no easy way to attach a debugger to the process and step through your code. Library/Application Support/Audiokinetic/Wwise /Authoring/圆4/Release/bin/Plugins Alternatively, you can manually copy the DLL and XML files to the Authoring plug-in's directory: To test a plug-in, you can always add a packaged plug-in from the Launcher. This is necessary so that plug-in files can be added without modifying Wwise.app, which must remain read-only for security purposes. However, the actual Wwise Authoring binaries are installed in a global location: /Library/Application Support/Audiokinetic. The main application package, Wwise.app, is installed in the installation directory chosen at installation time, and contains the necessary adaptation files to run Wwise. The Wwise Authoring application on macOS, as installed by the Audiokinetic Launcher, provides a set of files in different locations.

#Wwise unity for mac and windows windows#
However, as outlined above, because the Wwise Authoring application uses Windows binaries even on macOS, the Sound Engine portion of the plug-in that is linked into the Authoring plug-in to allow auditioning must be a Windows library.

a) and distributed with the game or linked into it. This native Sound Engine plug-in library has to be in Apple's library format (.dylib or. In other words, the Sound Engine part targeting Apple platforms has to be built on a Mac machine running macOS. This limitation is specific to the Authoring part of the plug-in. There is therefore no native way to build the Authoring part of a plug-in on a Mac machine: you will need to use a Windows machine or a virtual machine running Windows with the appropriate Visual Studio build tools. Because of this, the Authoring plug-in binaries must be Windows DLLs. The Wwise Authoring application is made available on macOS by means of an adaptation layer that allows Windows binaries to be executed on Mac systems.
