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CHANGELOG.md

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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [2.2.8] - Unreleased
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### Added
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- Add configurable WindowlessFrameRate setting (#428)
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### Changed
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- Update CEF to 143.0.13
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## [2.2.7] - 2025-07-19
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docs/articles/user/player-build.md

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|MacOS x64 |`<Game>.app/Contents/Frameworks/`|
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|MacOS arm64|`<Game>.app/Contents/Frameworks/`|
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## MacOS
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UWB does not provide signed builds of any of its engines. You will need to create the entitlements, sign and notarize the engine app. [Unity has some docs on signing](https://docs.unity3d.com/2021.3/Documentation/Manual/macos-building-notarization.html), a similar process should apply to signing the engine app.
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## Disable
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To disable UWB's built-in postprocessor, define `UWB_DISABLE_POSTPROCESSOR` in your project's player settings.
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![Player Settings](~/assets/images/articles/user/player-build/player-settings.webp)
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You may wish to do this if you have customized your engine's pathing, but you will need to copy the engine files from the packages your self
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## Code Signing
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By default, none of the UWB binaries are code signed. It is generally recommended to code sign your entire build (including UWB) for releases of your project that you plan on publicly sharing. On some platforms, it may be required to code sign for CEF to work, [especially if you have sandbox enabled](https://bitbucket.org/chromiumembedded/cef/wiki/SandboxSetup.md#markdown-header-usage).
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For MacOS, you will also need to create the entitlements, then sign and notarize the engine app. [Unity has some docs on signing](https://docs.unity3d.com/2021.3/Documentation/Manual/macos-building-notarization.html), a similar process should apply to signing the engine app.
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> [!NOTE]
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> If anyone has any more info on this topic, and is willing to provide that info, then please open either a discussion with your info, or directly contribute a PR to the docs.
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