Unity supports native plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary for Android written in C/C++ and packaged in a shared library (.so) or a static library (.a). When using the IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info
See in Glossary scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary, you can use C/C++ source files as plug-ins and Unity compiles them along with IL2CPP generated files. This includes all C/C++ source files with extensions .c, .cc, .cpp and .h.
To build a C++ plug-in for Android, use the Android NDK and get yourself familiar with the steps required to build a shared library. The same applies to static libraries.
If you are using C++ to implement the plug-in, you must ensure the methods are declared with C linkage to avoid name mangling issues. By default, only the C source files that have a .c file extension in the plug-ins have C linkage (not C++).
extern "C" {
float Foopluginmethod ();
}
After building the library, copy the output .so file(s) into the Assets/Plugins/Android directory in your Unity project. In the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary, mark your .so files as compatible with Android, and set the required CPU architecture in the dropdown box:
To call the methods in your native plug-inA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info
See in Glossary from within your C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, use the following code:
[DllImport ("pluginName")]
private static extern float Foopluginmethod();
Note that pluginName should not include the prefix (‘lib’) or the extension (‘.so’) of the filename. It is recommended to wrap all the native plug-in method calls with an additional C# code layer. This code checks Application.platform and calls native methods only when the app is running on the actual device; dummy values are returned from the C# code when running in the Editor. Use platform defines to control platform dependent code compilation.
When you use C/C++ source files as plug-ins, you call them from C# in the same way except that you use __Internal
for plug-in name, for example:
[DllImport ("__Internal")]
private static extern float Foopluginmethod();
The AndroidNativePlugin.unitypackage zip file contains a simple example of a native code plug-in distributed as Unity package.
The sample shows how to invoke C++ code from a Unity application. The package includes a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary which displays the sum of two values as calculated by the native plug-in. To compile the plug-in must install the Android NDK.
To install the sample:
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!