Version: 2020.3
Managed plug-ins

Native plug-ins

Unity supports native plug-ins, which are libraries of native code you can write in languages such as C, C++, and Objective-C. Plug-ins allow the code you write in C# to call functions from these libraries. This feature allows Unity to integrate with middleware libraries or existing C/C++ code.

The native plug-in provides a simple C interface, which the C# script then exposes to your other scripts. Unity can also call functions that the native plug-in exports when certain low-level rendering events happen (for example, when you create a graphics device). See Low-level native plug-in interface for more information.

For an example of a native plugin, see Native Renderer Plugin.

Using a native plug-in

To use a native plug-in:

  1. Write functions in a C-based language to access the features you need.
  2. Compile them into a library.
  3. In Unity, create a C# script that calls functions in the native library.

You build native plug-ins with native code compilers on the target platform. Because plug-in functions use a C-based call interface, you must declare the functions with C linkage to avoid name mangling issues.


A simple native library with a single function might have code that looks like this:

float ExamplePluginFunction () { return 5.0F; }

To access this code from within Unity, use the following C# script:

using UnityEngine;
using System.Runtime.InteropServices;

class ExampleScript : MonoBehaviour {
    // On iOS plugins are statically linked into
    // the executable, so we have to use __Internal as the
    // library name.
    [DllImport ("__Internal")]
    // Other platforms load plugins dynamically, so pass the
    // name of the plugin's dynamic library.
    [DllImport ("PluginName")]   
    private static extern float ExamplePluginFunction ();

    void Awake () {
        // Calls the ExamplePluginFunction inside the plugin
        // And prints 5 to the console
        print (ExamplePluginFunction ());


You can learn more about using native plugins to interact with third-party code libraries, including how you can implement rendering in your plug-in, with the following pages:

Managed plug-ins