Your app can only call iOS 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 when deployed on an actual device. Wrap all native code methods with an additional C# code layer to only call native methods when the app is running on a device. Store this C# file in your Project’s Assets
folder.
This C# layer can use platform conditional compilation or check Application.platform
. For code running in the Unity Editor, return placeholder values.
Refer to the following sections for simple implementations of these methods. For a more detailed implementation, download the Bonjour Browser sample.
Platform dependent compilation is faster than Application.platform
as it’s evaluated at compile time, rather than runtime.
Use the following to implement conditional compilation:
void MyMethod()
{
#if UNITY_IOS && !UNITY_EDITOR
CallNativeMethodImplementation();
#else
CallEditorMethodImplementation();
#endif
}
Use the following to implement Application.platform
and return placeholder values in the Editor:
void MyMethod()
{
if (Application.platform != RuntimePlatform.OSXEditor)
{
return _GetLookupStatus();
}
else
{
return "Done";
}
}
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