Could you send us a sample Xcode project that you’ve done yourself to compile
on iOS?
Thanks.
Stéphane
> Le 5 mai 2017 à 02:01, Juan Cristóbal Cerrillo a écrit
> :
>
> Faust is running successfully in Unity iOS.
>
> It seems it would be desirable to have a script option that would compile a
Faust is running successfully in Unity iOS.
It seems it would be desirable to have a script option that would compile a
static library (needed for iOS) instead of the bundle.
Just in case there is a wish list on the matter!
All best,
jc
---
I see.
The generated plugin works perfectly on OSX.
Any guidance as to what I need to do to get it working on iOS and Android?
all best,
jc
> On May 3, 2017, at 1:03 PM, Yann Orlarey wrote:
>
> Hi,
>
> The names are limited to 16 bytes by Unity:
> struct UnityAudioParameterDefinition
> {
>
Hi,
The names are limited to 16 bytes by Unity:
struct UnityAudioParameterDefinition
{
char name[16]; // Display name on the
GUI
char unit[16]; // Scientific unit of
parameter to be appended after the value in textboxes
This 15 character limit is enforced in Unity Audio SDK (look at the Unity
header file copied inside Faust tree
architecture/faust/unity/AudioPluginInterface.h, line 243….)
Nothing we can do at our level AFAICS… You should probably report the issue on
some Unity developer channel.
Stéphane
>
Hello,
I’ve created a unity plugin with the faust2unity script. Everything works
fine. Nevertheless, parameter names appear truncated at the 15 string
character in Unity.
One can always use shorter parameter names, but it would be nice if they could
be longer (especially for complicated grap