I have no Mac and haven’t tested on any Mac, although I guess it should work.
You may PM or email me, then I can send you a voucher for free to help me to test.
Would you?
I have a Mac but it only runs Xcode, I prefer Windows for Unity. I Don’t want a voucher because I like to support you, you are doing a GREAT JOB! When I read a Review and the first line is Reviewer was gifted package by publisher. my brain will switch to alert mode. I’m using Unity 5.4.1.p3 at the moment but will try the Beta 5.5 as soon as our latest App is published, did you test all of your Assets with 5.5.0 Beta 5?
All your Assets are on my wish list because I like Component Clipboard - Drag’n’Drop to Copy and Paste so much. I will purchase all of your Assets at full price (don’t want to feel like a thief) in about two weeks if you can confirm me they will be supported for the next major Releases of Unity…
One suggestion, can’t you remove the DDL versions from the store, it’s very confusing and I realy like the way you have everything organized, it just doesn’t fit in the picture…
First of all, I like the alert mode… so do I…
I gave those vouchers just for trying to get some feedback and bump the thread… LOL
I’ll do my best support as possible since I don’t like bugs.
And I believe Unity won’t kill me when major releases.
Currently I’m developing my assets with Unity 5.4.1f1, and I haven’t tested any of them with any Beta version.
But, it’s very welcome if anyone would like to help me, a one-man-studio, to test.
BTW, you don’t need to feel like a thief, if you help me to test on Mac or other platforms.
It becomes exchanging because I only have a Windows desktop to do, haha!
Finally, I really want to remove the DLL versions, and let my customers upgrade to the source version for free.
But, the Asset Store doesn’t allow with the reasons below:
My assets are currently too young (less than a year), so I can’t set a major version upgrade.
To set a little upgrade doesn’t allow me to remove the old asset.
They even don’t let me set the price for free…
So, I feel very sorry for my customers, and wait until next year to remove the DLL version.
Thank you again and again, any feedback is welcome.
Wanzyee
Thank @Evasion4D for helping to test on Mac.
The good news is the package basically work fine.
But a bad news is an error occurs when double clicking a PluginMaker to compile on Mac.
It may show “System.SystemException: Error running gmcs: Cannot find the specified file”.
We’ve almost figured it out and are doing further testing currently. I’ll update the package after fixing all issues.
[EDIT] The testing is done now and it works, then I’ll update it in some days.
If you need to build a DLL on Mac, you might need this before the next version published.
Please download the patch script attachment to place beside the PluginMaker.cs, then everything’s done.
It should fix the gmcs exception automatically by setting the environment path when imported.
Please let me know if you have any further question or suggestion.
Thanks for your patience and support.