The provided documentation is lacking detail on how to load a Spatializer Plugin on a Unity app that target iOS.
The only working solution has been provided by the community: (via: https://discussions.unity.com/t/native-audio-plugin-bundle-does-not-work-on-ios/767945/3)
extern "C" {
// We have to manually register the Unity Audio Effect plugin.
struct UnityAudioEffectDefinition;
typedef int (*UnityPluginGetAudioEffectDefinitionsFunc)(
struct UnityAudioEffectDefinition*** descptr);
extern void UnityRegisterAudioPlugin(
UnityPluginGetAudioEffectDefinitionsFunc getAudioEffectDefinitions);
extern int UnityGetAudioEffectDefinitions(UnityAudioEffectDefinition*** definitionptr);
} // extern "C"
- (void)shouldAttachRenderDelegate {}
- (void)preStartUnity {
UnityRegisterAudioPlugin(UnityGetAudioEffectDefinitions);
}
Is this the recommended approach by Unity?
Earlier documentation suggests that the prefix audioplugin is sufficient for the plugins to be loaded, but this does not seem to the the case on embedded platforms.
The provided documentation is lacking detail on how to load a Spatializer Plugin on a Unity app that target iOS.
The only working solution has been provided by the community: (via: https://discussions.unity.com/t/native-audio-plugin-bundle-does-not-work-on-ios/767945/3)
Is this the recommended approach by Unity?
Earlier documentation suggests that the prefix
audiopluginis sufficient for the plugins to be loaded, but this does not seem to the the case on embedded platforms.