Can't build app with some plugin?

I build my game to macOS, but it shows:

Unable to download all plugins. Make sure that your machine has Internet access and try again.

Facebook plugin

how can I fix?

how to download all plugins?

No plugins I believe work at launch (well beta launch). Just remove them all. There is a Corona cards for Mac if you really need it.

I just had the exact same problem, but on Windows. 

I had to remove Windows from the plugin supported platform. Guess this is the same problem for Mac.

What evenspro said. To correctly handle a plugin on a platform that does not support it you need to:

  1. Change the supportedPlatforms value for that plugin for that platform to be false. That is “mac-sim” and “win32-sim” for OS X and Windows.
  2. Manage your code to not rely on the plugin if it is not found or loaded. Keep in mind that most plugins include stub files, so you can’t always just check to see if the require returned nil or not. In the future we will have an .isStub property you can reference to make this a bit easier for you. It’s live for some plugins but not all.

So your build.settings should look something like this if you’re using the social plugin:

[lua]plugins =
{
    [“CoronaProvider.native.popup.social”] =
    {
        publisherId = “com.coronalabs”,
        supportedPlatforms = { iphone = true, android = true, [“mac-sim”] = false, [“win32-sim”] = false },
    },
},[/lua]

And you use a work around like this:

[lua]local platformName = system.getInfo( “platformName” )
local isSocialPluginSupported = ( platformName == “iPhone OS” or platformName == “Android” )[/lua]

Some plugins do work (e.g. zip ) but most do not at the current time.  Pure Lua plugins should work just fine.

However, third-party integrations are more problematic and Facebook doesn’t provide a SDK for OS X or Windows so an officially supported plugin on those platforms is unlikely (petition Facebook if you want this to change).

The “best answer” provided in this thread does not seem to work on OS X. I have used the “supportedPlatforms” feature in the build.settings file successfully when loading plugins on ios vs. android, but it doesn’t look like an OS X build will pick up on these settings and will fail. Completely commenting out the plugins does work of course, just a pain to comment in/out based on whether I’m building for OS X or not. Any chance someone could look into that?

Yes, that’s a bug in the beta and has been noted.

any progress for this one?

Have you tried the new Facebook plugin

My question was re: OS/X trying to load plugins even though supportedPlatforms does not allow it.  See @PuzzleRunner’s statement and @PerryClarke’s response.

What plugins do you have? I have lots on plugins on mine my project, Facebook was only one for me that was working with supported platforms. I will have to try this out later but the new Facebook plugin v4 came out for iOS yesterday and have not tried it.

@tonygod This is fixed in the next Daily Build (2701 or higher).  You’ll be able to specify:

... supportedPlatforms = { osx = false, win32 = false } ...

@scottrules44  Availability of third party plugins on any particular platform is up to the third party.  

In particular, Facebook only supports mobile devices and their API is not available on the desktop.

Excellent news!  I will try it out as soon as I can get my hands on it.

I know I was was referring to the supported devices= thing in build.settings I was only getting errors in the Facebook plugin when I added this to all my plugins

Daily build 2701 appears to work as expected.  The great news is that adding osx=false and win32=false is not necessary – the compiler treats it as false by default so you would only need to add ox=true and/or win32=true if you want those plugins to load on osx and windows desktops.  Big thanks for fixing this one - will be a big time-saver!

No plugins I believe work at launch (well beta launch). Just remove them all. There is a Corona cards for Mac if you really need it.

I just had the exact same problem, but on Windows. 

I had to remove Windows from the plugin supported platform. Guess this is the same problem for Mac.

What evenspro said. To correctly handle a plugin on a platform that does not support it you need to:

  1. Change the supportedPlatforms value for that plugin for that platform to be false. That is “mac-sim” and “win32-sim” for OS X and Windows.
  2. Manage your code to not rely on the plugin if it is not found or loaded. Keep in mind that most plugins include stub files, so you can’t always just check to see if the require returned nil or not. In the future we will have an .isStub property you can reference to make this a bit easier for you. It’s live for some plugins but not all.

So your build.settings should look something like this if you’re using the social plugin:

[lua]plugins =
{
    [“CoronaProvider.native.popup.social”] =
    {
        publisherId = “com.coronalabs”,
        supportedPlatforms = { iphone = true, android = true, [“mac-sim”] = false, [“win32-sim”] = false },
    },
},[/lua]

And you use a work around like this:

[lua]local platformName = system.getInfo( “platformName” )
local isSocialPluginSupported = ( platformName == “iPhone OS” or platformName == “Android” )[/lua]

Some plugins do work (e.g. zip ) but most do not at the current time.  Pure Lua plugins should work just fine.

However, third-party integrations are more problematic and Facebook doesn’t provide a SDK for OS X or Windows so an officially supported plugin on those platforms is unlikely (petition Facebook if you want this to change).