NET code are compatible with Unity, so you should test the compiler with some available code before doing significant work with it. To do this, you need a suitable compiler, such as: To create a managed plug-in, you need to create a DLL. This page explains a general method you can use to create managed plug-ins, as well as how you can create managed plug-ins and set up a debug session using Visual Studio. You want to supply code to Unity without the source.You want to use compilers in your code that Unity doesn’t support.dll file to your Unity project instead, for example: However, there are situations where you might find it helpful to create and add a. When you work with DLLs in Unity, you must complete more steps than when you work with scripts. NET tools that Unity uses to compile scripts. However, managed code is accessible to the standard. NET code, which means they can’t access any features that the. dll file to your project and attach the classes it contains to GameObjects in the same way as standard scripts.įor more information about managed code in C#, see Microsoft’s What is managed code? documentation. Unity compiles standard C# scripts whenever they change, whereas DLLs are pre-compiled and don’t change. This is a different process from standard C# scripts, which Unity stores as source files in the Assets folder in your Unity project. NET assemblies you create and compile outside of Unity, into a dynamically linked library (DLL) with tools such as Visual Studio.
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