![]() Old: Platform/Plugins/Android32/libovrplatformloader.so. Reconstruct the Platform/Plugins architecture.Re-import files that doesn't work (libovrplatformloader.so).Unity : at (wrapper managed-to-native) _UnityInitWrapperAsynchronous(string) In my case, I have DllNotFoundException: ovrplatiformloader Unity : DllNotFoundException: ovrplatformloader Unity internal compiler error with custom dll These threads are a bit outdated but still relevant If you keep getting a namespace error it means the dll you are importing has unmanaged code and it must be wrapped into another managed dll Pugin in order to work. When you build all your dlls should be copied into the root where your executable is (and again built for the correct x86/圆4 architecture).Visual C++ Redistributables must be installed.The names are Plugins/x86 for 32 bit dlls and Plugins/x86_64 (圆4 also works) for 64 bit dlls. If you are targeting both 32 and 64 bit architectures you should put your dlls in special named folders inside the Plugins folder.Unity Editor 32-bit will not load 64 bit plugins and viceversa. The architecture your dll is built for (x86 or x86_64) must correspond to the architecture version of Unity Editor.Plugins should all stay in a folder called Plugins.Make sure the following chacklist is satisfied: _Data/Plugins-directory (where they get automatically copied when building). The Unity editor finds them in the Assets/./Plugins/.-folder and the executable finds them in. With this script there is no need to copy around DLLs. ![]() Static M圜lassWhichUsesPlugin() // static Constructor + dllPath, EnvironmentVariableTarget.Process) Īdd to the class to make sure that the constructor is run at editor launch: If (currentPath != null & currentPath.Contains(dllPath) = false)Įnvironment.SetEnvironmentVariable("PATH", currentPath + Path.PathSeparator + Path.DirectorySeparatorChar + "Plugins" + Path.DirectorySeparatorChar + "x86_64" ![]() + Path.DirectorySeparatorChar + "SomePath" Var currentPath = Environment.GetEnvironmentVariable("PATH", Put the following static constructor into a class which uses the plugin: static M圜lassWhichUsesPlugin() // static Constructor
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