如何在我的代码插件捆绑包中停止Unity生成.META文件?

发布于 2025-02-10 11:07:59 字数 577 浏览 0 评论 0原文

我一直在使用包装作为MacOS捆绑包装的本机代码上的本机统一插件。我正确地对其进行了编码,但是当我将插件添加到软件包目录中时,Unity会生成捆绑包的内部内部的.META文件,这当然会使代码签名无效。因此,Unity不会删除com.apple.quarantine属性,这意味着我必须手动进行操作 - 当其他团队需要下载和使用此插件时,这并不能真正扩展。

我还尝试将本机代码打包为dylib(在此过程中,将名称从插件.bundle更改为libplugin.dylib),但这尚未起作用。甚至从未检测到迪利布。

我真的很感谢您的帮助!我的目录结构如下:

PluginDirectory
| Documentation
| Runtime
| | Interface
| | Plugins
| | | MacOS
| | | | plugin.bundle // items inside this have .meta files generated, invalidating the codesigning
| Editor
| Tests

我正在使用Unity版本2020.3.25F1。谢谢!

I've been working on a native unity plugin with the native code packaged as a macos bundle. I codesign it correctly, but when I add the plugin to the packages directory, Unity generates .meta files inside of the bundle, which of course invalidates the codesigning. Thus, Unity does not remove the com.apple.quarantine attribute which means I have to do it manually -- this doesn't really scale when other teams need to download and use this plugin.

I've also tried packaging the native code as a dylib (in the process changing the name from plugin.bundle to libplugin.dylib), but this hasn't worked. The dylib is never even detected.

I would really appreciate some help with this! My directory structure is as follows:

PluginDirectory
| Documentation
| Runtime
| | Interface
| | Plugins
| | | MacOS
| | | | plugin.bundle // items inside this have .meta files generated, invalidating the codesigning
| Editor
| Tests

I'm using Unity version 2020.3.25f1. Thanks!

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孤独岁月 2025-02-17 11:07:59

您只是手动添加它还是按照应该完成的?

Did you just add it manually or install it as it is supposed to be done?

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