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Fixed: bad args for AssetDatabase.FindAssets #20

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nickfourtimes
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When AppleFrameworkUtility.GetPluginLibraryPathForBuildTarget() is being called, the libraryName arguments are coming in with extensions. This causes the .bundle/.framework files to not be found during the post-build process, in Unity versions 2021.3.23 and onward.

Note that the documentation for AssetDatabase.FindAssets() explicitly states that one can "[filter] assets by their filename (without extension)."

In Unity versions prior to 2021.3.23, the FindAssets() call was still returning results, despite filtering with filename extensions (counter to the documentation); however, in 2021.3.23 and onwards, this is no longer the case, and so in the various OnProcessFrameworks calls, we must not include the file extensions.

When AppleFrameworkUtility.GetPluginLibraryPathForBuildTarget() is being called, the libraryName arguments are coming in with extensions. This causes the .bundle/.framework files to not be found during the post-build process.
@jared-marsau
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Fixed in ToT. Apologies for the delay, we've been working on optimizing our approval process for changes.

jared-marsau pushed a commit that referenced this pull request Mar 5, 2024
* Add GKAccessPoint triggerAccessPointWithState

* Move access point stuff to its own panel and add state dropdown for trigger button.
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3 participants