The question: I’ve created a C++ plugin, wich perfectly builds and works with Win/Mac/Linux (it’s mostly useless under IOS/Androind, so I didn’t bother to test). I’ve created it for my project, but it’s good enought to release it on the Marketplace.
So. I release it as Win/Mac/Linux plugin. Yet no reason for my C++ plugin not to work on PS/XBox. But I do not have developer acc there and I am not going to get one in, at least, a year. So. I can’t test weather my plugin will even build for that platforms (that would give 90%+ chance that it also works). There could be some minor C++ issues, but generally it should be fine if it builds.
The current plan is to release the plugin as Win/Mac/Linux and relax on that for a while. But, may be, there is a way to at least test if PS/XBox would build? Some set of #pragma’s or something, that gives you, say, 90% chance the plugin will be fine for that platforms. I guess they who develop for PS/XBox have their ways to figure out the problems before packaging. Or do I miss something big here? Or, perhaps, I should not bother and stay with my Win/Mac/Linux? Or, perhaps, if it builds for windows that’s a 99% chance already?