This document describes how to configure a Unity project for the GME APIs for Unity.
|Plugins||SDK library files||Stores library files for each platform|
|GMESDK||SDK code files||Provides APIs|
Copy the files from the
Plugins folder in the SDK to the
Plugins folder under
Assets of your Unity project as shown below:
If you don't need to export executables in the Win32 architecture, delete the
x86folder under the
Copy the files in the
Scripts folder in the SDK to the folder used to store code in your Unity project as shown below:
In the Unity editor, go to Edit > Project Settings > Audio and use the default system settings. If you make a change to the settings, Unity playback sound effect will be affected due to the hardware buffer set on the iOS device, as shown below:
If the settings are as follows, Unity playback sound effect will be interrupted due to the hardware buffer set on the iOS device:
If you use Unity to access the GME SDK on macOS 10.15.x, an error will be displayed for file corruption during the execution. This error is caused by the
com.apple.quarantine attribute, and the most direct solution is to delete this attribute.
cdcommand in terminal to go to the
Unity_OpenSDK_Audio/Assets/Plugins/folder in the project.
$ xattr -d com.apple.quarantine gmesdk.bundle
This operation is risky. You are recommended to use a lower version of macOS for access.
Project configuration is required before you can export executables from the Unity engine for different platforms:
|Android||Android Project Configuration|
|iOS||iOS Project Configuration|
|macOS||macOS Project Configuration|
The GME SDK for Unity supports IL2CPP compilation.
AndroidManifest.xmlto avoid audio or permission errors. For required permissions, please see Android Project Configuration.