build plugin for mac

MehdiZangenehBarMehdiZangenehBar Posts: 140

I just created a plugin for windows successfully, how we can make for Mac? beside configuring cmakelist, what should i install? does DazStudio has specific SDK for the Mac?

Post edited by MehdiZangenehBar on

Comments

  • Richard HaseltineRichard Haseltine Posts: 110,853

    I think you would need a Mac, there is certainly a Mac version of the SDK.

  • so, it is not possible using Windows directly or Mac on Virtual Machine?

  • Richard HaseltineRichard Haseltine Posts: 110,853

    I don't know if a Mac VM would work - if such things exist, under another OS, it is certainly possible. I mainly meant, as far as I know, you cannot compile Mac plug-ins on a Windows OS system.

  • As the SDK is too old, what is the highest operation system we can use while other dependencies are available? like XCode, Cmake,...?

     

  • HowieFarkesHowieFarkes Posts: 628

    It's certainly going to almost all change soon when the Studio 2025 SDK comes out but right now I am using an Intel iMac (2020) with MacOS 10.15.7 Catalina and XCode version 12 to make Mac plug-ins for Studio. Then I'm compiling the Windows version on Windows 10 inside a VM on the iMac. I'm not sure how later versions of MacOS can currently be used (I tried a few times a couple years ago to upgrade the OS on the iMac and it completely borked my development environment - so gave up and am still using a very nearly obsolete MacOS).

  • Sorry for late response, I tried several version and several settings. but in my recent setup, I installed macOS 15 Sequoia on virtual machine on windows.everything works perfectly.

  • sidcarton1587sidcarton1587 Posts: 115

    Not sure if it's useful to folks, but I've had good luck using GitHub Actions w/ runners to build different versions of plugins for DS4, DS6, and different versions of the MacOS (Intel and Apple Silcon), Windows, and Linux. Avoids having to maintain different machines or VMs locally 

     

  • sidcarton1587sidcarton1587 Posts: 115

    sidcarton1587 said:

    Not sure if it's useful to folks, but I've had good luck using GitHub Actions w/ runners to build different versions of plugins for DS4, DS6, and different versions of the MacOS (Intel and Apple Silcon), Windows, and Linux. Avoids having to maintain different machines or VMs locally 

    Sorry, my bad. After further investigation of the build code on machines of different architectures I've found some build problems. Compille and runtime errors on Apple Silicon built plugins. So back to the drawing board. Sigh.

  • sidcarton1587sidcarton1587 Posts: 115

    sidcarton1587 said:

    sidcarton1587 said:

    Not sure if it's useful to folks, but I've had good luck using GitHub Actions w/ runners to build different versions of plugins for DS4, DS6, and different versions of the MacOS (Intel and Apple Silcon), Windows, and Linux. Avoids having to maintain different machines or VMs locally 

    Sorry, my bad. After further investigation of the build code on machines of different architectures I've found some build problems. Compille and runtime errors on Apple Silicon built plugins. So back to the drawing board. Sigh.

    So interestingly, the issue stems from the fact that DAZ Studio 6 itself is an Intel build that looks like it uses Rosetta 2 translation. So the Studio 6 version of the plugin ends up being translated through a thin wrapper. i.e. it still works, but effectively as Intel dylib instead of a native Apple Silicon dylib. So the plugins are rebuilt and republished, so they should be working as before. S

     

     

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