Steamworks.NET: Issue with OSX builds in Unity 2020.2 (steam_api.bundle does not get copied to .app plugins)

Hey @rlabrecque

I just spent a few hours to figure out why Unity build crashes on OSX after upgrading Unity to 2020.2.

I suspected it had something to do with "Plugins" folder is now being named "PlugIns", but changing that line didn’t help (also this would probably fail on case sensitive systems): https://github.com/rlabrecque/Steamworks.NET/blob/14.0.0/Editor/Steamworks.NET/RedistCopy.cs#L67

I would guess it’s something in RedistInstall.cs, didn’t have enough time to poke around it yet, could eventually do that and make a PR, unless you fix it first 😃

About this issue

  • Original URL
  • State: closed
  • Created 3 years ago
  • Reactions: 1
  • Comments: 18 (5 by maintainers)

Most upvoted comments

Oh jesus they renamed the Plugins folder…? 😕 What problem were they trying to solve? D:

It was renamed due to https://issuetracker.unity3d.com/issues/macos-code-signing-using-deep-flag-fails-on-built-package-due-to-incorrect-case-in-built-contents-slash-plugins-folder. Apple’s notarization tooling didn’t work with “Plugins”.

After RedistInstall does it’s thing, platform settings becomes AnyCPU / OSX, but after the build, an override for Mac OS X with CPU: Intel 64-bit appears in the editor:

If plugin settings change on their own, can we get a Unity bug report on this?

macOS Plugins -> PlugIns change causes steam_api.bundle not to get copied.

I believe it’s actually the new default build target (intel64 + silicon) that causes steam_api.bundle to not get copied. Changing the target to intel64 solves this one.