Version: 2018.3 (switch to 2019.1b or 2017.4)
Advanced Unity mobile scripting
AAR plug-ins and Android Libraries
Other Versions

Building and using plug-ins for Android

You can use 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
developed for Android to call Java and C++ code created outside of Unity from 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
, allowing you to access features like OS calls and third-party code libraries that would otherwise not be available to Unity. For more information about using plug-ins with Unity, see documentation on plug-ins.

The following pages describe the process of creating your own plug-ins for use in Android projects. The information on these pages assumes the reader knows how to create native plug-ins for use in Unity. For more information about native plug-ins and their uses, see documentation on native plug-insA 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

Unity supports several types of Android plug-ins:


Did you find this page useful? Please give it a rating:

Advanced Unity mobile scripting
AAR plug-ins and Android Libraries