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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