To view these settings, go to the Unity Editor’s Project Window, select the plug-in file, then in the Inspector window navigate to Platform settings > Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. More info
See in Glossary (the Windows icon).
Property: | Function: |
---|---|
SDK | Use the drop-down to make the plug-inA 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 compatible with Any SDK or specific SDKs. |
CPU | Use the drop-down to make the plug-in compatible with Any CPU, or limit the plug-in to 32-bit, 64-bit or ARM players. |
Don’t process (Only applies for managed assemblies) |
Tick this checkbox to disable patching for this assembly. Assemblies need patching when they contain classes serializable by Unity. In these cases, Unity injects additional IL code into the assemblies. If you know the assemblies doesn’t have these classes, then it’s safe to disable patching. Note: Unity injects serialization code into your assemblies, so if you have a class derived from MonoBehaviour in your plug-in, and Unity doesn’t patch it, you might get a serialization error during runtime. |
Placeholder (Only applies for managed assemblies) |
With Universal Windows Platform you can have plug-ins compiled against .NET Core, but because the Unity Editor runs on Mono, it fails to recognize these assemblies. As a result, C# files can’t reference them. To work around this, you need to provide an assembly compiled against .NET 4.x with identical API, which acts as a placeholder for the real plugin (see next section, Placeholder plug-ins). |
See documentation on the Plugin Inspector for more information.
You cannot use Universal Windows Platform-specific plugins in the Unity Editor if you use Windows Runtime APIs. This section describes how the to handle this in the Unity Editor.
If you only intend to use the plugin for Universal Windows Platform, and not in the Unity Editor, you don’t need to make a placeholder, but you do need to wrap the code which uses the plugin API with the following:
#if !UNITY_EDITOR
// Plugin code
#endif
If you intend to use the plugin for both Universal Windows Platform and the Unity Editor, you need a placeholder. Make two plugins:
Both plug-ins must share the same name and have the same assembly version. Note that the placeholder plugin for the Unity Editor cannot reference UnityEditor.dll. if it does, Unity generates an error.
The steps below describe how to assign a platform to each in the Editor.
In the Unity Editor’s Project window, select your Editor-compatible placeholder plug-in. 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 window, go to Select platforms for plugin and select Editor as the only compatible platform.
In the Unity Editor’s Project window, select your Universal Windows Platform-compatible placeholder plug-in. In the Inspector window, go to Select platforms for plugin and select Universal Windows Platform as the only compatible platform.
In the Inspector window for the Universal Windows Platform-compatible plug-in, set the Placeholder field to your Editor-compatible placeholder plug-in.
This means that when building to Universal Windows Platform, Unity uses Editor-compatible placeholder plug-in when compiling your 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, but copies the Universal Windows Platform-compatible plug-in to the final folder. This achieves two things: The Unity Editor successfully compiles your scripts, but the built game itself still uses the API from the Universal Windows Platform-specific plug-in.
• 2018–08–03 Page amended with limited editorial review
.NET 3.5 scripting runtime deprecated in 2018.3
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!
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.