Alternatively, you can provide separate dylib files. You can build your plug-in as a universal binary that is compatible with 64-bit architectures.Select File > New > Project > macOS > Framework & Library > Bundle.įor more information about working with XCode see Apple’s documentation on XCode. For further information on loose C++ plug-ins see C++ source code plugins for IL2CPP. More info See in Glossary, loose C++ files, which you can invoke with syntax. Universal Windows Platform, however, supports only two. Unity supports three different scripting backends depending on target platform: Mono. More info See in Glossary scripting backend A framework that powers scripting in Unity. You can deploy macOS plug-ins as bundles or, if you are using the IL2CPP A Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. For more information see Native plug-ins A platform-specific native code library that is created outside of Unity for use in Unity. More info See in Glossary for macOS, Windows, and Linux. NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed. This page describes plug-ins A set of code created outside of Unity that creates functionality in Unity. Plug-ins for desktop platforms are libraries of native code you can write in C, C++ and Objective C.
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