Hello - we are trying to set up TurboActivate with our Unity apps, and are having trouble getting started. We'd appreciate any help you can offer. We are developing on a Mac, but exporting both PC and Mac builds.
We're using the CSharp example provided by LimeLM, specifically the TurboActivate.cs file. Do we need any others (besides the .dll, .dylib, and .dat of course)? I was getting a DLLNotFoundException initially, and edited the .cs file to point to "Assets/Plugins/libTurboActivate.dylib" instead of TurboActivate.dll. That seemed to get rid of that error, but now I'm getting a new error that the TurboActivate.dat file cannot be loaded (is missing or corrupt). I have this file in the same folder as the .dll and .dylib, so I'm not sure what to do.