In some scenarios, developers using native platform technologies such as Java/Android, Objective C/iOS, or Windows Win32/UWP, want to include Unity-powered features in their games or applications. These features might use 3D or 2D real-time rendering, like AR experiences, interaction with 3D models, 2D mini-games, and so on.
Starting with Unity 2019.3, you can use Unity as a Library in other applications by integrating your content and the Unity runtime components in a native platform project. The Unity Runtime Library exposes ways to manage loading, activating, and unloading within the native application.
現在、以下のプラットフォームが Unity as a Library をサポートしています。
プラットフォームのバージョンとその他の依存関係を確認するには、システム要件 のページを参照してください。
別のアプリケーションによってホストされている場合 、Unityはランタイムの ライフサイクルを制御しないため、すべてのシナリオで機能するわけではありません。既知の制限は以下のとおりです。
Application.Unload
の呼び出し後)、同じプロセスで即座に切り替えて再度実行できるように、ある程度のメモリ (100Mb 以下) を維持します。Application.Quit
の呼び出し後)、同じアプリケーションセッションで再度 Unity を再起動ことはできません。–
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