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Client fails to launch 32-bit Unity games on 64-bit Linux #22

@fleskesvor

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@fleskesvor

I'm not sure if this is the correct place to report this issue, but I think it's related to the way the correct launcher is determined in index.ts

I've played a couple of #MeatlyJam games, and I noticed when I played Game Dev Sim that only the 64-bit binary had the execute bits set. I figured it was set by the client, since most rookie developers on Windows don't get that right, and I assumed the client had a smarter way of determining the correct binary, unlike Steam, which just makes everything executable.

Then when I tried Broken, it didn't launch from the client at all, and it turns out it only has a 32-bit binary, which is not executable. So there doesn't seem to be any kind of fall-back mechanism if no executable for the current platform is found.

I'm not sure about the best way of fixing this, but I think most Linux users interested in games will have added support for 32-bit architecture on their systems, as well as the essential 32-bit libraries (eg. OpenGL, OpenAL, C/C++ compiler, etc.), so I think using that as a fall-back would solve more problems than it would cause. As an alternative, maybe it could be possible to choose between candidates if more than one is found?

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