The script is organized such that the simplest invocation builds all of the plug-ins, packages them into tarballs, and saves them to a build folder ready for integration into your Unity projects. This script handles building native libraries, copying them to the correct locations, updating Unity meta files, packing the plug-ins, and building plug-in tests. To simplify this process, the repository includes a Python script at the repository root: build.py. Once you've cloned the repository, building the plug-ins will be one of your first tasks. This is the starting point for everyone who will be using the Apple Unity plug-ins. You can find all of the project source and documentation there. The first step is to clone the source from GitHub. Next, I'll briefly examine some key workflow concepts to help you get started. Of course, each plug-in is paired with detailed readmes, samples, and links to additional resources, such as associated Apple Developer documentation. In some cases, plug-ins also include additional Editor functionality that makes working with the plug-in even easier and aligns with the Unity inspector-driven workflows that you're already familiar with. Apple Unity plug-ins are organized as Unity packages, so managing their integration to your project can be done with the Unity Editor's built-in Package Manager. These libraries act as the glue between the C# script and the underlying framework API. Another important detail is that these plug-ins are built as Apple platform native libraries. Conversely, this also means that by learning the plug-in, you'll be implicitly learning the underlying framework. Concepts, and in many cases the framework API, carry directly over. Doing this means that any familiarity that you might have with the underlying framework carries over to the plug-in. Each plug-in exposes C#-based Unity script, which maps as directly as possible to the underlying framework. This lets you pick and choose the set of plug-ins you want to use based upon your game's needs. With the Unity plug-ins, a similar pattern is followed each plug-in maps to a single underlying framework. This lets you pick and choose the right technologies for your apps while maintaining compact, efficient code. ![]() As you may know, Apple frameworks encapsulate functionality in a modular way. And finally, I'll go into detail for each plug-in. Next, I'll offer some key pointers on interacting with the project repository. Then, I'll cover project concepts and organization. First, I'll discuss the design principles of the project. Now, I'll get into the details of the project. I am extremely excited to see the amazing games you create with this new set of Unity plug-ins. This initial set of plug-ins will let you add new gameplay mechanics, make your games more accessible, and help you more rapidly tap into the latest features and services. ![]() Finally, use the Apple.Core plug-in to manage build settings and simplify the build process. Add advanced geometry-aware spatial audio with the PHASE plug-in. Integrate Apple's data-driven rich haptic feedback system with the Core Haptics plug-in. Use the Accessibility plug-in to improve accessibility through system features, like VoiceOver and Dynamic Type. ![]() ![]() Use the Game Controller plug-in for input customizations and glyphs, along with support for MFi and third-party controllers. Use the Game Center plug-in to add GameKit features like player authentication, leaderboards, and matchmaking. Starting today, enhance your games with a new set of Unity plug-ins. Our goal is to bring you the latest features, no matter what tool you're using. We know that many of you are using tools, such as Unity, to build your games. Today, I'll be talking to you about how you can use select Apple frameworks to add new features to your Unity-based games. ♪ Mellow instrumental hip-hop music ♪ ♪ Hi, I'm Jared Marsau and I work on Game Technologies at Apple.
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