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desktopsamples's Issues

OSX Catalina desktop example not working

On OSX Catalina the bundle is declared invalid when running in the editor.

Screenshot 2020-06-26 at 11 53 00

Is there any way to resolve this - does the bundle need recompiling? Or signing as a Mac Developer?

Unable to build C# UWP

I had a unity project that required to be embedded in a UWP C# project with implemented functions for the connection between them
So I went through the example in the CSharpProjectExample DesktopSamples/UniversalWindowsPlatformSamples/CSharpProjectExample and tried to do the same but I always end but with a c++ build only. kindly advise

The Unity version is 2021.3.19f1

image

Xcode project doesn't build correctly

The Xcode project ASimplePlugin.xcodeproj only has a dylib target, not a Bundle. Additionally, the build settings have "Build Active Architecture Only" set for Debug builds, which causes a DllNotFound exception when trying to use the plugin in Unity.

Does this code does not support Android

I Build this whole project as Android build. But when I tried to run it, I am getting DLLNotFoundException in Android.
02-21 12:08:18.097 11728 11728 I Finsky : [1] zzh.gS(6): Verification complete: id=23, package_name=com.DefaultCompany.UnityProject
02-21 12:08:20.093 11767 11791 E Unity : DllNotFoundException: ASimplePlugin
02-21 12:08:20.093 11767 11791 E Unity : at (wrapper managed-to-native) PluginImport.PrintANumber()
02-21 12:08:20.093 11767 11791 E Unity : at PluginImport.Start () [0x00000] in <31abdb6ab2ee4a3eb3f810a4341bf159>:0
02-21 12:08:20.093 11767 11791 E Unity :
02-21 12:08:20.093 11767 11791 E Unity : (Filename: <31abdb6ab2ee4a3eb3f810a4341bf159> Line: 0)
02-21 12:08:20.093 11767 11791 E Unity :

Off by one error

    private void RefreshResolutions()
    {
        var resolutions = Screen.resolutions;

        // Filter out non-unique resolutions
        Array.Sort(resolutions, s_ResolutionComparer);

        int uniqueResolutionCount = 0;
        for (int i = 1; i < resolutions.Length; i++)
        {
            if (s_ResolutionComparer.Compare(resolutions[i], resolutions[uniqueResolutionCount]) != 0)
            {
                uniqueResolutionCount++;
                if (uniqueResolutionCount != i)
                    resolutions[uniqueResolutionCount] = resolutions[i];
            }
        }
       // --------- HERE!!!!!!
        if (uniqueResolutionCount == 0)
        {
            uniqueResolutionCount = 1;
            m_EmptyResolution[0] = Screen.currentResolution;
            resolutions = m_EmptyResolution;
        }

        var currentWidth = Screen.width;
        var currentHeight = Screen.height;
        int currentResolutionIndex = uniqueResolutionCount - 1;

        var resolutionDropdownOptions = m_ResolutionDropdown.options;
        MoveOptionsToCache(resolutionDropdownOptions);

        for (int i = 0; i < uniqueResolutionCount; i++)
        {
            var option = GetNewOption();
            var resolution = resolutions[i];
            option.text = GetCachedResolutionText(resolution.width, resolution.height);
            resolutionDropdownOptions.Add(option);

            if (resolution.width == currentWidth && resolution.height == currentHeight)
                currentResolutionIndex = i;
        }

        m_Resolutions = resolutions;
        m_ResolutionDropdown.SetValueWithoutNotify(currentResolutionIndex);
    }

I believe uniqueResolutionCount will always be 1 less than it should be because "i" starts a 1.

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