Understand how to run code when your application is running on a device.
You can call iOS native plug-ins only when your application runs on a device or in the Simulator. Wrap native method calls in a C# layer that checks the current platform and returns placeholder values in the Unity Editor, so your scripts don’t fail. Store this C# file in your project’s Assets folder.
Use platform conditional compilation or Application.platform to branch your code.
Platform-dependent compilation is faster than checking Application.platform because it’s evaluated at compile time, rather than runtime.
Use the following pattern:
void MyMethod()
{
#if UNITY_IOS && !UNITY_EDITOR
CallNativeMethodImplementation();
#else
CallEditorMethodImplementation();
#endif
}
Alternatively, check Application.platform at runtime and return placeholder values in the Editor:
void MyMethod()
{
if (Application.platform != RuntimePlatform.OSXEditor)
{
return _GetLookupStatus();
}
else
{
return "Done";
}
}