Well, asset is a good application, I used it quite often for my needs. The only thing I observed, is that it started to show me adds and to redirect to unknown sites, after I clicked the download button. I understand that everyone wants to earn money, but not in this way. I almost forget that asset does not keep the quality of videos, every time it was 720p or even lower. Fortunately it was recommended to use youtube m4a converter and downloader , by a friend. After a few tries, I found it friendly user and very easy in use. Also it has an entire variety of file extensions, just choose what you need, and download.
It does not compile on OSX. It does not compile for the Windows build either - there is a bug in the native methods where LibName is never actually set for specific modes (ie a build command does not trip any of the #if statements in LibLameMP3.c)
none of these are actually hit when trying to do a built either in OSX or in Windows. You get about 30 odd error messages telling you âlibname is not definedâ when trying to do an application build in either windows or in OSX (either trying to build the .app, or trying to build an XCode project).
This is using 2021.2.10f1
This, however, does work (at least to build on Windows and OSX. There are other issues I am running into that stops me building a complete app that runs, so hard to test.)
Is there any chance of the libmp3lame .so files for OSX being posted directly? OSX will build, but fails on trying to call native code because, for obvious reasons, the .so files arenât there, and Unity is not building them, even though the C code is there. It does for IOS, because that has to be built via XCode, but OSX wonât work in the editor till the .so files exist, and I canât get them to build because the XCode project that is built via Unity for this doesnât come in correctly so XCode can actually load it, so I canât build the .so filesâŚ