You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: docs/intro/apple-silicon-support.md
+3-1Lines changed: 3 additions & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -5,10 +5,12 @@ Adobe now supports Apple Silicon effect plugins in some products running nativel
5
5
Not all Adobe products have native Apple Silicon versions yet, but in those that do, only effect plugins with Apple Silicon implementations will be available. We recommend adding the Apple Silicon target soon in anticipation of rapid adoption of these new M1 machines.
6
6
7
7
!!! note
8
-
In order to build a Mac Universal binary, you will need Xcode 12.2 or greater. Adobe is currently using Xcode 12.4.
8
+
In order to build a Mac Universal binary, you will need Xcode 12.2 or greater.
9
9
10
10
To learn more about Universal binaries, please visit [https://developer.apple.com/documentation/apple-silicon/building-a-universal-macos-binary](https://developer.apple.com/documentation/apple-silicon/building-a-universal-macos-binary)
11
11
12
+
Loading plugins on macOS 15+ for debugging also requires an additional signing step. See [here](debugging-plug-ins.md#signing-requirments-and-loading-unsigned-plug-ins) for details.
13
+
12
14
---
13
15
14
16
## How to add Universal Binary Support for your Plugins
Copy file name to clipboardExpand all lines: docs/intro/debugging-plug-ins.md
+12-2Lines changed: 12 additions & 2 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -4,21 +4,31 @@ The best way to learn the interaction(s) between After Effects and plug-ins is r
4
4
5
5
Once you've got the plug-in building directly into the plug-ins folder as explained above, here's how to specify After Effects as the application to run during debug sessions:
6
6
7
-
### Windows:
7
+
### Windows
8
8
9
9
1. In the Visual Studio solution, in the Solution Explorer panel, choose the project you want to debug
10
10
2. Right-click it and choose Set as StartUp Project
11
11
3. Right-click it again and choose Properties
12
12
4. In Configuration Properties > Debugging > Command, provide the path to the executable file of the host application the plug-ins will be running in (this may be After Effects or Premiere Pro)
13
13
5. From there you can either hit the Play button, or you can launch the application and later at any point choose Debug > Attach to Process...
14
14
15
-
### macOS:
15
+
### macOS
16
16
17
17
1. In Xcode, in the Project Navigator, choose the xcodeproj you want to debug
18
18
2. Choose Product > Scheme > Edit Scheme...
19
19
3. Under Run, in the Info tab, for Executable, choose the host application the plug-ins will be running in (this may be After Effects or Premiere Pro)
20
20
4. From there you can either hit the Play button to build and run the current scheme, or you can launch the application and later at any point choose Debug > Attach to Process.
21
21
22
+
#### Signing requirments and loading unsigned plug-ins
23
+
24
+
macOS versions 15+ prevent the loading of unsigned plugins. During development, you can avoid this difficulty by adding ad-hoc signing as a custom build step.
Note: Yes, that trailing '-' after '--sign' is important.
29
+
30
+
When you are ready to release, ensure that you do _not_ make changes to the plug-in package after signing, as this will invalidate said signing and prevent the plug-in from loading.
0 commit comments