

If you ever want to, follow simple steps below to uninstall both Unity and Unity Hub in Windows 10. WAG is open-source and comes with its complete Wwise and Unity.
UNITY WWISE FOR MAC AND WINDOWS FULL
This is a full game with quests, items to retrieve, enemies to overcome, and a final combat to defeat the plague scourging Allegro Kingdom.
UNITY WWISE FOR MAC AND WINDOWS INSTALL
As you install multiple versions, it takes up a lot of disk space. The Wwise Adventure Game (WAG) is a third-person action-adventure game developed with Unity and running on Windows, Mac, iOS, and Android. if someone added a few gameObjects and changed some scripts in the Mac Build, how would they be able to push those changes to the PC folk as well if the PC folk are on a different branch? Sorry if that's a dumb question - I'm new to Perforce. This is due to the need to avoid any compatibility and other issues with different Unity versions. I'm also pretty new to using Wwise with Perforce.īecause the PC and Mac Unity projects require different integration plug-ins, does that mean that the project will have to be split into two different branches? If so, will everyone on the team have to be very conscious of not pushing the wrong file or I will have to re-integrate Wwise on both branches again?įurthermore, if the team must have two separate branches, how would changes made to the Mac Unity build be carried over to the PC Unity build? E.g. However, I've never worked on a team that has had "mixed" computers, so to speak. I've integrated Wwise with Unity many times on both PC and Mac, so I'm fairly familiar with the process. We are using perfroce as our version control. For Windows computers, you must have Windows 7 SP1+, Windows 8, or Windows 10. Some people on the team have PCs, and some people have Macs. Development system requirements You can use a Mac or a Windows computer for Unity development. I'm developing a unity game with a large team of people.

That's what I get for not reading closely enough :/ You can install BOTH the Windows and the Mac plugin onto the same Unity project, and it will work as long as you generate your soundbanks for both Windows and Mac in your Wwise project. EDIT: UPDATE! Turns out I was overthinking it, but in a different way.
