On Mac Builds
Judge Heath here, and we think after exhaustive research into this we've finally figured out what was going wrong with the Mac Builds. Unfortunately, this leaves us in a bit of a sticky situation. I feel it's best to leave it in KodexKommander's words what is going on exactly, so I'll be quoting him directly:
"I think I found the problem, it is that when the mac build serializes and deserials (Loads/Unloads) a scene of the same it is encountered recursive serialization. Which from my research is caused by ScriptableObjects, Creating them, and storing them in a static dictionary, which worked fine in Unity 5.6 but due to the bugs(with animations) in that version we had to to the later versions of Unity. This even prevented me from building that game sometimes when using unity on the Mac.
This is a systemic problem with the code revolving around these areas, which are abilities, items, MonsterProfiles, Crops, Dungeons, and any other code or until there are no more warnings about recursive serialization. The way they stored this data will have to be recoded, I am estimating this would take a few weeks (depending on how hard it would be, I couldn't say until after it is done) recode into a new system(Thinking of using JSON/XML storage methods). I have had ideas on how to recode items storage in the past, which would apply here."
Now, this leaves us in a bad place as far as the mac builds go. Just overhauling the systems themselves and getting them basically functional would take an additional 1-2 months, with no guarantee that this would be the only thing necessary to change to get the mac build done, and not including the debugging time. It effects basic information storage areas we've only just gotten functioning, which would affect the backwards save compatibility that we've managed to get rolling out now.
We know that a large number of our fans want a mac build. We understand this desire, so we're going to put it up to a vote, patrons and public vote will be separate, so yes, patrons will get two votes on this matter. This isn't a binding vote for the team, but we want to get an idea of what our fans and patrons feel is the priority for the game. Below is listed the various paths forward we've figured, and what the known drawbacks of each decision would be.
Comments (14)
if not, just google it and ure Problem about "how to play" is fixed
@saladita12 u ever heared about WINE?
Seeing how I am mainly a Mac user, I can't help feeling angry at those who voted for the third option (abandoning the mac build entirely) and the second option (since it does not guarantee a build). It angers me because making them wait for 4-8 months doesn't seem too farfetched to me. It saddens me how so many of the CM fans can be so selfish.
but a android version tho.....
Not in a million years.
I voted for immediate work because I feel it's what is right at this point, given the current effort put toward a mac build (I play on Windows however). Looking at the numbers, that doesn't seem likely. However, I don't like the idea of #2 as written. You all need to devote at least enough time into a research spike of some sort doing a full exploration of the issue so that you know *now* whether or not a mac build is feasible, rather than waiting until the end of development. It sounds like Kodex has already done some preliminary homework on the issue, I say you need to keep looking into it. Formulating a well educated plan of action now will make the effort down the road much less painful. In my opinion, this is one time where you have to apologize to the fans and make a healthy choice for the project away from our desires.
Option 1 might be bundled into Option 2 depending on the background of our second programmer when they're brought onboard.
I’m a Mac user and I’ve been here since day one. When I asked back then, I was told there was no chance for there to ever be a Mac build. Barring a financial dry-spell, I stayed on because I wanted to support the project. It’s upsetting to hear this. Especially because I’ve never been able to get the Linux build to work either. I love this project and what you guys are doing and I know this is frustrating for you all as well.
I was using galliumos installed on my 2017 acer chromebook, not running off of a flash drive. I haven't tried using a VM or anything yet, but it's worth a shot, I guess.
This is another reason why Unity is horrible. Do what you feel is best.
If it weren't for the fact it was so flexible and had such an enormous body of documentation, testing, and skilled-programmers to draw upon we'd probably have gone with something more precise and 2d focused. But Unity offers a very robust and flexible package, for all it's faults, and that's why we went with it.
I'm not a Mac user, and I've made that opinion very clear in my previous messages... I can't stand their business practices and how they have to make everything more difficult for everyone...BUT full on abandonment of a Mac build would be an utter slap in Mac user's faces and I don't think that's appropriate at all both morally and to the fans who have been looking forward to it. With option 2 at least there is a possibility... Honestly once all is said and done the issues between unity and apple could be easier to fix in the end, and in the event that it doesn't work they can afford a cheap Windows computer or use third party software to run in compatibility with Windows.
please dont assume the income of people based on their computers. it's a bit uncomfortable
I am not a mac user , yet , it's not wise to drope it cause u for so long made it available option , shouldn't u see how many mac users of the patreon 1st then public later, all to see how this will affect u if it happened to be delayed?
