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: Sun, 27 Aug 2017 16:02:45 -0500
Thanks for the tip Lyndon. That didn't work either.
Here is something that DID work. I created a whole other user, logged
into that, ran the FxPlug .app, then ran pluginkit -m, and it showed up!
Also, there were more than a page of entries in the pluginkit output.
When I'm logged into my normal user, there are only maybe ten or so!
So what's going on here? How do I get my normal user account to see all
of the usual pluginkit entries that appear for other, new, users?
Another note: I noticed that after turning on code-signing for the
template plugin, the signing failed. check-signature explains that an
embedded framework:
DFT FxPlug.app/: a sealed resource is missing or invalid
In subcomponent: .../DFT FxPlug.app/Contents/PlugIns/DFT
FxPlug.pluginkit/Contents/Frameworks/FxPlug.framework
NO
FxPlug.framework is malformed, at least according to the ever-changing
code-signing rules in Sierra. How am I supposed to rectify this?
On 8/27/17 9:01 AM, Lyndon Hill wrote:
Hi Paul,
I had a similar experience. I don’t think I nailed down a series of steps to
make it compile and work out of the box straight away. Just make sure that the
target you compiled did in fact create the plugin inside the application
bundle. Run the application, maybe reboot too. Then magically the problem goes
away.
Check the console after running Motion or run Motion from the shell to check
any messages regarding the plugin.
You don’t need to fiddle with pluginkit.
Lyndon
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Pro-apps-dev mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden