Re: proper current way to build a new FxPlug?
Re: proper current way to build a new FxPlug?
- Subject: Re: proper current way to build a new FxPlug?
- From: Paul Miller <email@hidden>
- Date: Sat, 26 Aug 2017 13:14:28 -0500
Hey Darrin -
I tried that - nothing seems to work. Am I supposed to do anything else
to the template project to get it to work (such as turn on code-signing)?
I'm running Sierra 10.12.5 and XCode 8.3.3. Do I need any particular
version of Motion or FCP installed?
Thanks!
-Paul
On 8/26/17 1:11 PM, Darrin Cardani wrote:
Paul,
This is likely due to a bug in Launch Services (hopefully resolved in High
Sierra). I’ve found that I often have to go to the Finder and manually launch
the app once for it to get registered. After that it shows up from the command
line and in Motion.
To do that, you can go to the Project Navigator in Xcode, twirl open your
project, then twirl open the “Products” folder. If you right click or control
click on the App shell, there should be an option to “Show in Finder” or
“Reveal in Finder” or something like that. Choosing that will open the
enclosing folder. Just double-click it to launch and then quit it.
Darrin
On Aug 26, 2017, at 10:58 AM, Paul Miller <email@hidden> wrote:
In the past I've built all of my FxPlugs by hand. This time I'd like to use the
template that comes with the latest SDK I could find (3.1.1).
I used the template in XCode to create the stock template plugin with the name
of my choice. It built the shell app and everything, so I ran it and then quit
it. It is my understanding that this should register the fxplug with the
system. But I tried running pluginkit -mA and it does not show up - nor does it
show up in Motion.
I also tried manually registering it with pluginkit -a but that also had no
effect.
Is there some other step I'm missing?
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