# Mac Configurations

Here are examples of different Mac configurations for building for different plaforms.

# OSX Builds

In our OSX example we have used XCode 10.1 which is automatically setup when creating a template c++ project, see our Quick Start Guide. You can find the XCode project files under com.company.cocos/proj.ios_mac/...

If no XCode project was generated, you are likely using a newer version of Cocos2d-x and not 3.17.x

# XCode Settings

Configure the following settings in your XCode Project for all targets:

  1. Include the following folders to the project: Frameplay, Frameplay/Native/Source, and Resources/Frameplay
  2. Add the header search path: $(SRCROOT)/../Frameplay to General>Header Search Paths

Configure the following settings in your XCode Project for desktop target:

  1. Add Frameplay/Native/Platforms/Mac/libFrameplayNative.dylib to Frameworks.
  2. Add libFrameplayNative.dylib to General>Embedded Binaries.
  3. Change the Destination of libFrameplayNative.dylib in Build Phases>Embedded Libraries to Executables.
  4. Add $(SRCROOT)/../Frameplay/Native/Platforms/Mac to Build Settings>Library Search Paths.
  5. Add @executable_path to Build Settings>Runpath Search Paths

# Build Mac

You should now be able to build in XCode 10.x and see the template project open up, displaying a handful of mock advertisements. You can also build by running the following commands. Successful builds will be located in com.company.cocos/bin/debug/mac/...

cd ./com.company.cocos
cocos compile -p mac -m debug

# iOS Builds

# XCode Settings

Configure the following settings in your XCode Project for all targets:

  1. Include the following folders to the project: Frameplay, Frameplay/Native/Source, and Resources/Frameplay
  2. Add the header search path: $(SRCROOT)/../Frameplay to General>Header Search Paths

Configure the following settings in your XCode Project for desktop target:

  1. Add Frameplay/Native/Platforms/iOS/FrameplayNative.Framework to General>Linked Frameworks and Libraries.
  2. Add $(SRCROOT)/../Frameplay/Native/Platforms/iOS to Build Settings>Framework Search Paths.

# Apple App Tracking Transparency(ATT)

To display an appropriate message when the app launchs for the first time. Like below.

Image

Configure the following settings in your XCode Project

  1. You will need iOS 12+

  2. Add AdSupport.framework to Build Phases>Link Binary with Libraries.

  3. Add Privacy - Tracking Usage Description to Info.plist via XCode it is located in com.frameplay.cocos\proj.ios_mac\ios more information here. (opens new window)

You will need the following include:

#include "Engine/FrameplayATTManager.h"

Which has the following functions calls.

RequestAppTrackingTransparency()
This will call the pop up and will set the App Tracking Status.

GetAuthorizationTrackingStatus()
This will get the current App Tracking Status.

GetAdvertisingIdentifier()
This will return a AdvertisingId based on the App Tracking Status.

An example of the ATT implementaion can be found in the Frameplay SDK example scene.

More information on authorizationstatus here. (opens new window)

# Build iOS

You should now be able to deploy to and iOS device through build in XCode 10.x and see the template project open up, displaying a handful of mock advertisements. You can also build by running the following commands. Successful builds will be located in com.company.cocos/bin/debug/ios/...

cd ./com.company.cocos
cocos compile -p ios -m debug

# Android Builds

We don't build the Android APK on Mac in this example although it can be done!

Last Updated: 11/2/2022, 4:10:43 AM