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skiaforunity's Issues

Appstore connect validation fail

Hello!

After a successful iOS build, my application works great with all Skia features on real devices. However, when I try to push it to App Store Connect, I face errors:

Asset validation failed
Unsupported Architectures. The executable for 3D.app/Frameworks/libHarfBuzzSharp.framework contains unsupported architectures '[x86_64, i386]'.

Asset validation failed
Unsupported Architectures. The executable for 3D.app/Frameworks/libSkiaSharp.framework contains unsupported architectures '[x86_64].

Any ideas how to solve it?
Thanks!

Error when running on build

Hello ๐Ÿ‘‹

I was trying to use SkiaForUnitywith SkottiePlayerV2
It works fine on editor, but when I build it targeting mac desktop I get the following error:

Exception: DllNotFoundException: libSkiaSharp assembly:<unknown assembly> type:<unknown type> member:(null)


SkiaSharp.SKData..cctor () (at ./Library/PackageCache/com.ammariqais.skiaforunity@18b9511a3e/SkiaSharp-Bindings/SKData.cs:22)
Rethrow as TypeInitializationException: The type initializer for 'SkiaSharp.SKData' threw an exception.
SkiaSharp.Unity.SkottiePlayerV2.LoadAnimation (System.String json) (at ./Library/PackageCache/com.ammariqais.skiaforunity@18b9511a3e/Runtime/SkottiePlayerV2.cs:119)
SkiaSharp.Unity.SkottiePlayerV2.Start () (at ./Library/PackageCache/com.ammariqais.skiaforunity@18b9511a3e/Runtime/SkottiePlayerV2.cs:68)

How can I fix it?

Crash in Unity on recompile

During development we have constant crashes with the below stack trace. I'm not sure what conditions are needed exactly but at least the case if one forget to stop play mode before triggering a recompile is always triggering the crash. The component in question is the SkottiePlayer. Unity 2022.3.10 (Windows Standalone), Skia package version 2.1.3. A fix for this would be much appreciated!

=================================================================
	Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

=================================================================
	Managed Stacktrace:
=================================================================
	  at <unknown> <0xffffffff>
	  at NonAlertableWin32Lock:EnterCriticalSection <0x000db>
	  at NonAlertableWin32Lock:Enter <0x0008a>
	  at NonAlertableWin32Lock:EnterWriteLock <0x00082>
	  at SkiaSharp.HandleDictionary:DeregisterHandle <0x00236>
	  at SkiaSharp.SKObject:DeregisterHandle <0x0010a>
	  at SkiaSharp.SKObject:set_Handle <0x00132>
	  at SkiaSharp.SKNativeObject:Dispose <0x0030b>
	  at SkiaSharp.SKObject:Dispose <0x0007a>
	  at SkiaSharp.SKCanvas:Dispose <0x0007a>
	  at SkiaSharp.SKNativeObject:Finalize <0x000c0>
	  at System.Object:runtime_invoke_virtual_void__this__ <0x0018b>
=================================================================

DllNotFoundException on iOS build

When I build my game for iOS, I get this error on my device.

This is link of my Unity project:
https://github.com/e-fo/UnityRuntimeAtlasMultithreaded

Can anyone helps me to find and solve my problem?

DllNotFoundException: Unable to load DLL 'libSkiaSharp'. Tried the load the following dynamic libraries: Unable to load dynamic library '/libSkiaSharp' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/libSkiaSharp, 0x0005): tried: '/libSkiaSharp' (errno=2), '/private/preboot/Cryptexes/OS/libSkiaSharp' (errno=2), '/libSkiaSharp' (errno=2)\
  at SkiaSharp.SkiaApi.sk_version_get_milestone () [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SkiaSharpVersion.get_Native () [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SkiaSharpVersion.CheckNativeLibraryCompatible (System.Boolean throwIfIncompatible) [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKObject..cctor () [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKObject.set_Handle (System.IntPtr value) [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKNativeObject.Finalize () [0x00000] in <00000000000000000000000000000000>:0 \
Rethrow as TypeInitializationException: The type initializer for 'SkiaSharp.SKObject' threw an exception.\
  at SkiaSharp.SKObject.set_Handle (System.IntPtr value) [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKNativeObject.Finalize () [0x00000] in <00000000000000000000000000000000>:0 \
UnityEngine.UnhandledExceptionHandler:PrintException(String, Exception)\
UnityEngine.UnhandledExceptionHandler:HandleUnhandledException(Object, UnhandledExceptionEventArgs)\
\
DllNotFoundException: Unable to load DLL 'libSkiaSharp'. Tried the load the following dynamic libraries: Unable to load dynamic library '/libSkiaSharp' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/libSkiaSharp, 0x0005): tried: '/libSkiaSharp' (errno=2), '/private/preboot/Cryptexes/OS/libSkiaSharp' (errno=2), '/libSkiaSharp' (errno=2)\
  at SkiaSharp.SkiaApi.sk_version_get_milestone () [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SkiaSharpVersion.get_Native () [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SkiaSharpVersion.CheckNativeLibraryCompatible (System.Boolean throwIfIncompatible) [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKObject..cctor () [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKObject.set_Handle (System.IntPtr value) [0x00000] in <00000000000000000000000000000000>:0 \
  at SkiaSharp.SKNativeObject.Finalize () [0x00000] in <00000000000000000000000000000000>:0 \
UnityEngine.UnhandledExceptionHandler:PrintException(String, Exception)\
UnityEngine.UnhandledExceptionHandler:HandleUnhandledException(Object, UnhandledExceptionEventArgs)\

Doesn't work for Windows builds

Android, iOS and the Editor seem to work. Windows compile bombs out with the following:

## Script Compilation Error for: Csc Library/Bee/artifacts/1900b0aP.dag/SkiaSharp.Unity.dll (+2 others)
## CmdLine: "C:\Program Files\Unity\Hub\Editor\2022.3.1f1\Editor\Data\NetCoreRuntime\dotnet.exe" exec "C:/Program Files/Unity/Hub/Editor/2022.3.1f1/Editor/Data/DotNetSdkRoslyn/csc.dll" /nostdlib /noconfig /shared "@Library/Bee/artifacts/1900b0aP.dag/SkiaSharp.Unity.rsp" "@Library/Bee/artifacts/1900b0aP.dag/SkiaSharp.Unity.rsp2"
## Output:
SkiaSharp\Runtime\SkottiePlayer.cs(6,29): error CS0234: The type or namespace name 'Skottie' does not exist in the namespace 'SkiaSharp' (are you missing an assembly reference?)
SkiaSharp\Runtime\SkottiePlayer.cs(26,11): error CS0246: The type or namespace name 'SKCanvas' could not be found (are you missing a using directive or an assembly reference?)
SkiaSharp\Runtime\SkottiePlayer.cs(27,11): error CS0246: The type or namespace name 'SKRect' could not be found (are you missing a using directive or an assembly reference?)
SkiaSharp\Runtime\SkottiePlayer.cs(29,11): error CS0246: The type or namespace name 'SKImageInfo' could not be found (are you missing a using directive or an assembly reference?)
SkiaSharp\Runtime\SkottiePlayer.cs(30,11): error CS0246: The type or namespace name 'SKSurface' could not be found (are you missing a using directive or an assembly reference?)

I tried simply removing that file and it caused other errors.. so presumably it's needed.

UPM entry?

I am currently creating a package which includes a set of scenes for other projects to use. Those scenes have lottie animations. Due to Unity's limitation that packages can't have git dependencies (source: https://docs.unity3d.com/Manual/upm-git.html), I really need this in an importable format for that if possible

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