bundle file inside Plugins Folder and now create a. Once done now you can run the Xcode.It will create a.bundle file, this is the file which we will use in Unity. Now we will define these methods in TestMethods.mm So in the TestMethods.h file we declare all the methods that we are going to useĪddTwoIntegers – method to take 2 integers as arguments and return their sumĪddTwoFloats – method to take 2 floats as arguments and return their sumĪll these methods are declared within the extern “C” block so that we can access them in unity. ![]() If you are using C++ (.cpp) or Objective-C (.mm) to implement the plugin then you must ensure the functions are declared with C linkage to avoid name mangling issues. Once done you will see that the files are there under your project hierarchy. The header file(.h file) is a file which contains the declarations of the methods we define in the. Please check the also create header file option. On Selecting this option, you will be shown a window where you need to give the name of the C++ File. You can do the same by selecting File->New File->C++ File. mm file where we will define our methods. You can select your team if you have a signing certificate as well. It will then ask for details like organisation name and project name. ![]() You can create the bundle project with XCode by selecting File->NewProject… and then selecting Bundle-> Carbon/Cocoa Loadable Bundle (in XCode 3) or OS X -> Framework & Library -> Bundle (in XCode 4) On Mac OSX, plugins are deployed as bundles. ![]() In this blog, I will show a step by step process to create a plugin and how to call native methods from Unity and vice versa. Requirements : Xcode (above version 9) and Unity (above version 2017)
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