My game uses a native plugin on all of its platforms, including Windows, Mac, and Android. The Mac versions work in all circumstances, except when creating a standalone build on M1 Macs, where I get “DLL not found” errors (it works in editor on the same machines). The plugin is built targeting x86 architectures. Is this likely an architecture compatibility issue? Do I need to create a new Mac version of the plugin targeting the Apple Silicon chips? Or is there a way to have the x86 plugin be compatible in the standalone build?
Let me make sure I understand. Are you building an x86-only build on your M1? That should work. If you are building a Universal or Apple silicon target, that will not work. You must have a version of the plugin compiled for Apple silicon as you can’t load an x64 dylib in an arm64 process.