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# LibPd Binaries | |
LibPDIntegration relies on 64bit multi-user Libpd (https://github.com/libpd/libpd), which we now have to build ourselves. For an inexperienced user this can be black magic! It is also confusing because the libpd notes on iOS (https://github.com/libpd/pd-for-ios) tend to point towards using a wrapper for a native AU (Audio Unit) plugin. However as we're using Unity's native sound layer we don't need to worry about this. | |
It is also possible to embed a xcode project as a subproject of parent xcode Project. Eg the libpd xcode project would live under the Unity xcode project. The advantage of this scheme is that you will always build a valid libpd version for your Unity Project. However this is less portable as the Unity xcode project gets regenerated and one would have to set it up again each time. | |
Instead we choose to build a static library `*.a` file which is a native iOS plugin (aka a `*.dll`) and can be embedded inside Unity. (As `libpd/libpd.xcodeproj` already exists the following is onl |
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//Line ~138 | |
//Bind the State Methods | |
case "OnCollisionEnter": | |
targetState.OnCollisionEnter = CreateDelegate<Action<Collision>>(methods[i], entity); | |
break; | |
//Line ~308 | |
//Make sure state engine recieves collision events. | |
void OnCollisionEnter(Collision collision) | |
{ |