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iOS builds are unique in that the source code is needed when compiling the Unity game for the device.
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Once the game is working as expected in the Unity editor (the macos plugins are required for that) and the heavy C# scripts are correctly attached to the gameobjects, go to `File` > `Build Settings` in the Unity menu. Then generate the Xcode project by selecting iOS platform, adding the required scenes and clicking `Build`.
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Once the game is working as expected in the Unity editor (the macos plugins are required for that) and the heavy C# scripts are correctly attached to the gameobjects, go to `File > Build Settings` in the Unity menu. Then generate the Xcode project by selecting iOS platform, adding the required scenes and clicking `Build`.
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Open the Xcode project from the directory previously selected in Unity's build menu.
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Create a new group in the left-hand side Project explorer section, the group name is not important but in this case we'll called it `heavy`.
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Download the [Unity source target](../getting-started/patching.md#using-the-generated-targets) from the patch compile page and copy the contents of the `source/heavy/` folder into the `heavy` Xcode group that was created previously. Make sure to copy every file.
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Download the Unity source target from the patch compile page and copy the contents of the `source/heavy/` folder into the `heavy` Xcode group that was created previously. Make sure to copy every file.
Copy file name to clipboardExpand all lines: docs/generators/wwise.md
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@@ -18,7 +18,7 @@ Heavy currently supports the following Wwise features:
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## Source Generator or FX Unit
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The type of plugin that **heavy** generates is dynamically determined depending on the [I/O channel configuration](../getting-started/patching.md#audio-input-output). If an `[adc~]` object exists in the patch the generated plugin with be an FX unit. Otherwise it'll be a source generator plugin.
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The type of plugin that **heavy** generates is dynamically determined depending on the [I/O channel configuration](../getting-started/patching.md#audio-inputoutput). If an `[adc~]` object exists in the patch the generated plugin with be an FX unit. Otherwise it'll be a source generator plugin.
Copy file name to clipboardExpand all lines: docs/getting-started/index.md
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@@ -65,7 +65,7 @@ The files that `hvcc` generates are split into two types:
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-[Static](https://github.com/Wasted-Audio/hvcc/tree/master/hvcc/generators/ir2c/static): this code is independent of the input patch contents and provides the basic DSP functionality with which generated output can link against. It has a liberal [ISC](https://github.com/Wasted-Audio/hvcc/blob/master/hvcc/generators/ir2c/static/HeavyContext.hpp#L2) licence.
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- Generated: this relates to all the source files that use information about the input patch, for example `Heavy_{{name}}.cpp`. By default all these files will have a `Copyright (c) 2018 Enzien Audio, Ltd` header, but this can be modified with the [user copyright argument](../index.md#--copyright-user-copyright).
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- Generated: this relates to all the source files that use information about the input patch, for example `Heavy_{{name}}.cpp`. By default all these files will have a `Copyright (c) 2018 Enzien Audio, Ltd` header, but this can be modified with the [user copyright argument](../index.md#-copyright-user-copyright).
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