This document describes how to configure a Unity project for the GME APIs for Unity.
File Name | Description | Usage |
---|---|---|
Plugins | SDK library files | Stores library files for each platform |
GMESDK | SDK code files | Provides APIs |
Supported PlatformsThe SDK for Unity has integrated Windows, macOS, Android, iOS, PlayStation, Xbox, Switch, and WebGL platform architectures at the same time.
Copy the files from the Plugins
folder in the SDK to the folder under Unity project > Assets > Plugins as shown below:
NoteIf you don't need to export executables in the Win32 architecture, delete the
x86
folder under thePlugins
folder.
Copy the files in the Scripts
folder in the SDK to the folder used to store code in your Unity project as shown below:
If you use Unity Editor 2021 or higher, you need to cut the lib
folder under Plugins
> Android
> Opensdk.plugin
and paste it in the Android
directory of the Plugins
file in the project, at the same level as Opensdk.plugin
.
In the Unity editor, go to Edit > Project Settings > Audio and use the default system settings. If you make a change to the settings, Unity playback sound effect will be affected due to the hardware buffer set on the iOS device, as shown below:
Unity Audio SettingPlease do not set the Audio module in Project Settings.
If the settings are as follows, Unity playback sound effect will be interrupted due to the hardware buffer set on the iOS device:
If you use Unity to integrate the GME SDK on macOS 10.15.x, an error shows that the file is corrupted during the execution due to the com.apple.quarantine
attribute.
The most direct solution is to delete the com.apple.quarantine
attribute, as shown below:
cd
command in terminal to go to the Unity_OpenSDK_Audio/Assets/Plugins/
folder in the project.$ xattr -d com.apple.quarantine gmesdk.bundle
NoteThis operation is risky. We recommend you use an earlier version of macOS for access.
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