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netvips.native.osx-arm64 for use in Unity #151
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I came up with an ugly workaround, hopefully there is a better way to do this: |
Thanks for reporting this! I think that I erroneously assumed that Apple Silicon support would only be available in .NET 6. Note to myself: I could probably move this: net-vips/build/native/NetVips.Native.nuspec Lines 32 to 33 in d71da51
To the
(perhaps that isn't needed on the newer versions of Mono(?)) |
Thanks for looking into this. We appreciate it! I'm not sure how custom targets work. In Visual Studio 2019 .Mac, I'm not sure how you would actually set up osx-arm64 for running / debugging. I know In Unity, it's definitely not using Rosetta, and is using the arm64 binaries. I have a branch started here: https://github.com/freezy/VisualPinball.Engine/tree/update-deps-osx-arm64 |
Those Commit b2ddba1 on the <packageSources>
<add key="netvips-nightly" value="https://ci.appveyor.com/nuget/net-vips" />
</packageSources> And use NetVips.Native v8.11.4.1 from there. This will be in NetVips.Native v8.12.0, due in a couple of days. |
@kleisauke - Thank you again! Just tried this all out. Upgraded our projects to |
A release candidate of NetVips.Native v8.12.0 is now available for testing. I don't think there would be an official 8.11.4.1 release. |
Great. Thanks. Just updated! |
NetVips.Native v8.12.1 is now available. |
Hello. I started working on getting VisualPinball.Engine to run on M1 macs using Unity 2021.2.1f1.
As you know from helping us in the past, we put the libraries in a Plugins folder keeping everything organized by architecture.
I noticed that 8.11.4 native does not include the osx-arm64 because of .NET 6. I tried to manually include it with a PackageReference, but it complained as well.
I was able to manually copy the file from the nuget into the Plugins folder, and Unity and NetVips runs fine.
Just to confirm, I checked the architecture:
Is there anyway around this .NET 6 requirement for this type of case?
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