When loading png images through the https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequestTexture.html and the rive plugin is included in the project, the app will crash on iOS.
On android it works correctly. Rive itself doesn't need to be rendering anything while the crash happens.
This appears to be due to the following libpng functions sharing the same name within Unity’s own libpng and the libpng included in the rive-unity plugin:
_png_riffle_palette_neon
_png_do_expand_palette_rgb8_neon
_png_do_expand_palette_rgba8_neon
The unity version used is Unity 6000.0.74f1
Should these be included in the https://github.com/rive-app/rive-runtime/blob/main/dependencies/rive_png_renames.h file?
When loading png images through the https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequestTexture.html and the rive plugin is included in the project, the app will crash on iOS.
On android it works correctly. Rive itself doesn't need to be rendering anything while the crash happens.
This appears to be due to the following libpng functions sharing the same name within Unity’s own libpng and the libpng included in the rive-unity plugin:
_png_riffle_palette_neon
_png_do_expand_palette_rgb8_neon
_png_do_expand_palette_rgba8_neon
The unity version used is Unity 6000.0.74f1
Should these be included in the https://github.com/rive-app/rive-runtime/blob/main/dependencies/rive_png_renames.h file?