I'm trying to to include an external library that I want to use between multiple projects.
Monodevelop is fine with everything:
![alt text][1]
Unity however, is not.
Should I somehow inform unity about this reference?
![alt text][2]
[1]: http://i.imgur.com/nWiKggs.png
[2]: http://i.imgur.com/zLZM6QK.png
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Reference external project
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External library error without external libraries?
I get these three errors every time I attempt to build my project:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Modules.DefaultPluginImporterExtension+c__AnonStorey63.<>m__E3 (UnityEditor.PluginImporter imp) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultPluginImporterExtension.cs:133)
System.Linq.Enumerable+c__Iterator1D`1[UnityEditor.PluginImporter].MoveNext ()
System.Collections.Generic.List`1[UnityEditor.PluginImporter].AddEnumerable (IEnumerable`1 enumerable) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1[UnityEditor.PluginImporter]..ctor (IEnumerable`1 collection) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable.ToArray[PluginImporter] (IEnumerable`1 source)
UnityEditor.Modules.DefaultPluginImporterExtension.GetCompatiblePlugins (System.String buildTargetName) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultPluginImporterExtension.cs:133)
UnityEditor.Modules.DefaultPluginImporterExtension.CheckFileCollisions (System.String buildTargetName) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultPluginImporterExtension.cs:157)
UnityEditorInternal.PluginsHelper.CheckFileCollisions (BuildTarget buildTarget) (at C:/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)
UnityEditor.HostView:OnGUI()
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.PluginImporter+c__AnonStoreyC.<>m__E (UnityEditor.PluginImporter imp) (at C:/buildslave/unity/build/artifacts/generated/common/editor/PluginImporterBindings.gen.cs:104)
System.Linq.Enumerable+c__Iterator1D`1[UnityEditor.PluginImporter].MoveNext ()
System.Collections.Generic.List`1[UnityEditor.PluginImporter].AddEnumerable (IEnumerable`1 enumerable) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:128)
System.Collections.Generic.List`1[UnityEditor.PluginImporter]..ctor (IEnumerable`1 collection) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:65)
System.Linq.Enumerable.ToArray[PluginImporter] (IEnumerable`1 source)
UnityEditor.PluginImporter.GetImporters (System.String platformName) (at C:/buildslave/unity/build/artifacts/generated/common/editor/PluginImporterBindings.gen.cs:103)
UnityEditor.PluginImporter.GetImporters (BuildTarget platform) (at C:/buildslave/unity/build/artifacts/generated/common/editor/PluginImporterBindings.gen.cs:111)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:129)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target) (at C:/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:198)
UnityEditor.HostView:OnGUI()
Error building Player: Extracting referenced dlls failed.
The most exotic thing I'm doing is using UnityEngine.Audio, so I've no idea how or why this is happening.
I can build other projects without issue.
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Using GDAL from Unity
Hello,
I want to read a raster map from my Unity application. I planned to use Geospatial Data Abstraction Library(GDAL) for this task. This is a C++ library but it has a C# wrapper which handles C++ calls. I tried to use its C# wrapper from the unity. However, I could not achieve. Finally, I got the error below:
**Failed to load 'Assets/GDAL/gdal_wrap.dll' with error '%1 is not a valid Win32 application.
', GetDllDirectory returned ''. If GetDllDirectory returned non empty path, check that you're using SetDirectoryDll correctly.
GameController:Start() (at Assets/Scripts/GameController.cs:58)
GameController:Start() (at Assets/Scripts/GameController.cs:15)**
Is there anyone who achieved to use GDAL from Unity?
Or, is there anyone who read raster map from Unity application? If yes, how?
I am waiting for help.
Thanks...
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Audioclip error using NAudio to open MP3 file on Windows
I'm using the [NAudio libraries][1] to open an MP3 file from the HardDrive, convert the byte array returned to a float array and then create an audioclip to set it to an AudioSource because i created a visualizer and i need the audio coming from inside Unity not from the SoundCard, well the problem is that i only hear strange sounds maybe because of the structure of the final audioclip but i doesn't find where the problem is or even how to identify it because i don't know too much how the sound files work, so please someone help me to fix this issue.
Also, sorry if i comitted too much language errors but my mother language is spanish
using UnityEngine;
using System.Collections;
using NAudio;
using NAudio.Wave;
using System.IO;
using NAudio.MediaFoundation;
public class AbrirMP3 : MonoBehaviour {
private IWavePlayer mWaveOutDevice;
private WaveStream mMainOutputStream;
private WaveChannel32 mVolumeStream;
public GameObject Spectrum;
public int position = 0;
public int samplerate = 44100;
public float frequency = 440;
public AudioSource source1;
public int SamplesArrayFloat;
// Use this for initialization
void Start () {
}
private bool LoadAudioFromData(byte[] data)
{
try
{
MemoryStream tmpStr = new MemoryStream(data);
mMainOutputStream = new Mp3FileReader(tmpStr);
mVolumeStream = new WaveChannel32(mMainOutputStream);
mWaveOutDevice = new WaveOut();
mWaveOutDevice.Init(mVolumeStream);
return true;
}
catch (System.Exception ex)
{
Debug.LogWarning("Error! " + ex.Message);
}
return false;
}
public static float[] ConvertByteToFloat(byte[] array) {
float[] floatArr = new float[array.Length / 4];
for (int i = 0; i < floatArr.Length; i++) {
if (System.BitConverter.IsLittleEndian) {
System.Array.Reverse(array, i * 4, 4);
}
floatArr[i] = System.BitConverter.ToSingle(array, i * 4);
}
return floatArr;
}
private void LoadAudio()
{
System.Windows.Forms.OpenFileDialog ofd = new System.Windows.Forms.OpenFileDialog();
ofd.Title = "Open audio file";
ofd.Filter = "MP3 audio (*.mp3) | *.mp3";
if (ofd.ShowDialog() == System.Windows.Forms.DialogResult.OK)
{
WWW www = new WWW("file://" + ofd.FileName);
Debug.Log("path = " + ofd.FileName);
while (!www.isDone) { };
if (!string.IsNullOrEmpty(www.error))
{
System.Windows.Forms.MessageBox.Show("Error! Cannot open file: " + ofd.FileName + "; " + www.error);
return;
}
byte[] imageData = www.bytes;
if (!LoadAudioFromData(imageData))
{
System.Windows.Forms.MessageBox.Show("Cannot open mp3 file!");
return;
}
source1.Stop();
float[] f = ConvertByteToFloat(imageData);
SamplesArrayFloat = f.Length;
AudioClip audioClip = AudioClip.Create("testSound", f.Length, 1, 44100, false, OnAudioRead, OnAudioSetPosition);
audioClip.SetData(f, 0);
source1.clip = audioClip;
source1.Play();
Resources.UnloadUnusedAssets();
}
}
void OnAudioRead(float[] data) {
int count = 0;
while (count < data.Length) {
data[count] = Mathf.Sign(Mathf.Sin(2 * Mathf.PI * frequency * position / samplerate));
position++;
count++;
}
}
void OnAudioSetPosition(int newPosition) {
position = newPosition;
}
private void UnloadAudio()
{
if (mWaveOutDevice != null)
{
mWaveOutDevice.Stop();
}
if (mMainOutputStream != null)
{
// this one really closes the file and ACM conversion
mVolumeStream.Close();
mVolumeStream = null;
// this one does the metering stream
mMainOutputStream.Close();
mMainOutputStream = null;
}
if (mWaveOutDevice != null)
{
mWaveOutDevice.Dispose();
mWaveOutDevice = null;
}
}
// Update is called once per frame
void Update () {
}
}
[1]: https://naudio.codeplex.com/
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Package manager for 3rd party libraries.
Hi. I'm using Unity 5.3.2f, MonoDevelop 5.9.6 and looking for package manager like Maven or Grandle in Java world. Is there any good solustions or manual capy/past is the best way to go?
I would appreciate any help.
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How to connect to external server with DDE?
I am trying to make an online game that also uses realworld data from an external (not unity) source. The external data server is using DDE links to update data in real time. I can write a CSharp program in visual studio that connects to the data server correctly, however I am having trouble porting that CSharp code to work inside of unity as a script.
The code requires an additional library NDde which can be found here https://ndde.codeplex.com/
. It is my understanding that moving the ndde dll into the unity project is sufficient to then reference it from my own scripts. All scripts compile without errors in unity.
**In visual studio:** the code runs continuously and when a variable is changed on the external server an EventHandler is used to then execute other functions. This works perfectly.
**In Unity:** since the code should be constantly running I have tried putting it in Update(). However when I try and run the game the editor freezes and must be force closed from the task manager. I have also tried using a co-routine but it gives the same result.
Any ideas why unity is freezing and how to fix it? Is something like this possible inside of unity only? Or does my code need to be in a separate csharp application that then sends its data to unity in some other way?
Thanks
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Importing object type from .so lib
Hi,
How do you import an object type into Unity?
For instance, let's say I have a .so library written in C/C++ with this inside:
Lib:
typedef struct myObject{
// some stuff here
} myObject;
Then what do I do in Unity to get this back?
[DllImport("mylib")]
// Something?
If needed, yes I've looked it up on the internet, read the Unity documentation, other threads etc... the only thing I have found was [this][1] and it didn't help me because I don't know what's inside myObject and I don't need to.
Any help would be appreciated.
Thanks
[1]: http://forum.unity3d.com/threads/calling-c-plugin.16000/
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Use SSH.NET in Unity
Im trying to import that library: https://github.com/sshnet/SSH.NET but I can't make it run on Unity. I'm using Unity 5.5.0b7 (64-bit).
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DLL in plugin folder not loaded?
Hallo
I have a running project under .NET3.5 and VisualStudio 2015.
It uses an external dll "OSIsoft.AFSDK". Everting is fine, no issues.
THEN
I moved all dll's (I copied the files one by one from references) to the plugin folder of the Unity project and got the error below.
WHAT I tried
1. Changing plattform setting in Unity of all dll's set to x86_64 and back to "Any CPU"/"Windows"
2. Inspected the dll's with ildasm for the right version and existence of the methods.
Result -> All Methods/Functions are existing.
3. Several restarts of Unity and Windows
4. Checked all solution found with google
5. Removed the System.*.dll's (The error is the same in this case!)
WHAT I don't understand
1. What is the difference between VisualStudio and Unity? Why do they handle the dll's different?
2. When I change the System.Core.dll setting to x86 / Windows it should not be loaded. When I revert the setting it should load it. Whats wrong here?
3. Where can I reliable see what dll's are loaded and where from?
4. Why is the System.Core.dll not loaded when I put it into the Plugin folder?
Target is just Windows / x86_64
Unity 5.4.2f2 Personal
Unhandled Exception: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in :0
at Mono.CSharp.RootNamespace.ComputeNamespaces (System.Reflection.Assembly assembly, System.Type extensionType) [0x00000] in :0
at Mono.CSharp.RootNamespace.ComputeNamespace (Mono.CSharp.CompilerContext ctx, System.Type extensionType) [0x00000] in :0
at Mono.CSharp.GlobalRootNamespace.ComputeNamespaces (Mono.CSharp.CompilerContext ctx) [0x00000] in :0
at Mono.CSharp.Driver.LoadReferences () [0x00000] in :0
at Mono.CSharp.Driver.Compile () [0x00000] in :0
at Mono.CSharp.Driver.Main (System.String[] args) [0x00000] in :0
The class System.Diagnostics.Eventing.EventProvider could not be loaded, used in System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
The class OSIsoft.AF.Diagnostics.EventProviderVersionTwo could not be loaded, used in OSIsoft.AFSDK, Version=2.0.0.0, Culture=neutral, PublicKeyToken=6238be57836698e6
The class EventData could not be loaded, used in OSIsoft.AFSDK, Version=2.0.0.0, Culture=neutral, PublicKeyToken=6238be57836698e6
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using Json.NET support in 2017.2?
Hi!
So now that 2017.2 is out and using the Mono and .NET upgrades (soon to include .NET Standard 2.0) will it be possible to use Json.NET?
https://docs.unity3d.com/Manual/ScriptingRuntimeUpgrade.html
At the moment I've been considering using the JSON library available in the assetstore but it's only tested up to 5.3 which means it's probably whittled down pretty badly.
https://www.assetstore.unity3d.com/en/#!/content/11347
I've also checked out trying to get Nuget packages right in to Unity but it doesn't seem like a pleasant or an easily replicable process.
https://www.nuget.org/packages/Newtonsoft.Json/
http://www.what-could-possibly-go-wrong.com/unity-and-nuget/
Now this last link is relatively old considering 2017.2 is now released which is what led me to this question - can we bring in Json.NET libraries now without hairpulling semantics?
Bonus Round: Also, I've noticed that there are definite compatibility issues with Android/iOS. Is this still a problem?
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Unity with SignalR
Hi guys,
I'm having trouble to use signalr in unity. I downloaded the signalr package from nuget and put it in Plugins folder.
It throw me error "unity error cs1703: an assembly 'newtonsoft.json' with the same identity has already been imported. consider removing one of the references"
How do I solve this issue? Hopefully someone can point me to right direction.
I'm using Unity 2107.1 and trying to use signalr.client v2.2.2
Thanks
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Error: Failed to set the specified COM apartment state & Canon EDSDK
Hi~~
I am trying integrate Canon EDSDK with *Unity3D (5.6.1)* by referencing Canon EDSDK's Visual Studio project from **>>** https://www.codeproject.com/Articles/688276/Canon-EDSDK-Tutorial-in-Csharp **<<** , created by "Johannes Bildstein".
In his project, it will call `thread.SetApartmentState` when creating thread. And I found that my project is not functioning after I convert the visual Studio UI to Unity UI.
There are **NO** error message when testing on *Unity Editor* and Unity's log.txt file. **But** ***"Failed to set the specified COM apartment state"*** was show in *output_log.txt* after I build and run the project in .exe.
----------
After that, I try to delete the line (`thread.SetApartmentState(ApartmentState.STA);`) or change the **STA** to **MTA** or **Unknown** but the project still not functioning after build the ".exe" . However, the project is functioning in *Editor* after I modify the code. Any idea why this happening?
----------
>> More Detail:
In *Johannes Bildstein's* visual studio project has a class call `STAThread` for handling `mainThread` object. To create `mainThread` object, `STAThread` has a method `CreateThread` to create `mainThread` object.
public static Thread CreateThread(Action action){
var thread = new Thread(new ThreadStart(action));
thread.SetApartmentState(ApartmentState.STA);
return thread;
}
public void Start() {
lock (runLock) {
if (!isRunning) {
mainThread = CreateThread(ExecutionLoop);
isRunning = true;
mainThread.Start();
WaitForThread();
}
}
}
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Computer name issue
Hello.
I'm Justin, Jeon in South Korea.
I use mssql database to make some kind of management-software by unity.
I think now, unity is very enough to make non-game application.
But, Many people still does not agree.
When I was googling 'unity with mssql', 'sql in unity' these kind of keywords,
There are many articles and answers, they always say 'Why are you using sql in unity?', 'It's NOT a good idea'.
I think The Unity has to struggle these stereotypes.
Anyway. :)
I have following log in output_log.txt in _DATA Folder.
-------------------------------------------------------------------
**(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Platform assembly: E:\TEST\TEST_Data\Managed\Mono.Security.dll (this message is harmless)
Can not open connection ! Object reference not set to an instance of an objectSystem.NullReferenceException: Object reference not set to an instance of an object
at Mono.Data.Tds.Protocol.Tds70.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters) [0x00000] in :0
at Mono.Data.Tds.Protocol.Tds80.Connect (Mono.Data.Tds.Protocol.TdsConnectionParameters connectionParameters) [0x00000] in :0
at System.Data.SqlClient.SqlConnection.Open () [0x00000] in :0**
------------------------------------------------------------------------------------------------
Following code is what I wrote.
---------------------------------------------------------------------------
**using(SqlConnection conn = new SqlConnection(DBHelper.CONNSTRING))**
{
conn.Open();
SqlCommand cmd = new SqlCommand("This is query ~~~~", conn);
cmd.Execute();
}
---------------------------------------------------------------------------
This error shows only in non-english COMPUTER NAME.
If I set computer name in Korean, It occurs.
But I set computer name in English, It doesn't.
Please, tell me why It does like this.
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Cannot reference System.IO.Pipes.dll in my project
I am trying to use [Pipes](https://docs.microsoft.com/en-us/dotnet/standard/io/how-to-use-named-pipes-for-network-interprocess-communication) in my Unity project, therefore I need to reference DLL `System.IO.Pipes.dll`. Also, these are some more info on my environment:
- Unity 2018.1.5f1 Personal (64bit)
- Windows 10 (64bit)
### Using msc.rsp
Following the [Unity doc on loading external assemblies](https://docs.unity3d.com/Manual/dotnetProfileAssemblies.html), I have created the `msc.rsp` file inside my `Assets/` directory:
-r:System.IO.Pipes.dll
In my `Assets/` folder I also have a C# file which needs pipes:
using System;
using System.IO;
using System.IO.Pipes;
public class CommunicationEndpoint : IDisposable
{
private NamedPipeServerStream host;
...
### Unity reports errors
The Visual Studio project **compiles just fine**! But Unity reports this error:
> error CS0006: Metadata file `System.IO.Pipes.dll` could not be found
What am I doing wrong? What's happening?
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Can I use ASP.NET Core SignalR with Unity
Hey guys!
For a project I want to have a .NET Core Web Api project as the server side. I'd like to connect to it via ASP.NET Core SignalR. I've been digging around but don't seem to find any example projects or anything useful, only a few questions regarding this.
I've read that it's somehow possible to do it with regular SignalR and .NET Standard, but not much about the .NET Core variant.
Could someone point me in the right direction?
Any help is much appreciated.
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Integrate Xbim Tool external library into Unity
I'm trying to transfer geometric and architectural data from an .ifc file into Unity
In order to accomplish this task, I'm using Xbim Tool's C# libraries
[Github Link here][1]
[Nuget Link here][2]
Libraries are Xbim Essentials and Xbim Geometries.
I followed [this tutorial][3] to make Visual studio accept the packages and prevent them to be wiped out by the rebuild Unity does at every start up.
Since Unity only accept dlls to be stored into the asset folder, I've used the package "Nuget for Unity" to download the packages into the asset folder.
This is the code I wrote
using System.Collections; using System.Collections.Generic; using UnityEngine; using Xbim.Ifc; using Xbim.ModelGeometry.Scene; public class Testprogetto : MonoBehaviour { // Start is called before the first frame update void Start() { const string fileName = "Muro finestrato.ifc"; using (var Stepmodel = IfcStore.Open(fileName, null, -1)) { Stepmodel.SaveAs("Muro finestrato.ifcxml"); } using (var model = IfcStore.Open("Muro finestrato.ifcxml")) { var context = new Xbim3DModelContext(model); context.CreateContext(); } } // Update is called once per frame void Update() { } }
In visual studio this compiles heavenly, but in Unity the internal compiler returns the error like I missed to import the libraries.
![alt text][4] [1]: https://github.com/xBimTeam?utf8=%E2%9C%93&q=&type=&language= [2]: https://www.nuget.org/packages?q=xbim [3]: https://www.what-could-possibly-go-wrong.com/unity-and-nuget/#usingnugetwithaseparatevisualstudiosolution [4]: /storage/temp/134998-console-error.png
[Github Link here][1]
[Nuget Link here][2]
Libraries are Xbim Essentials and Xbim Geometries.
I followed [this tutorial][3] to make Visual studio accept the packages and prevent them to be wiped out by the rebuild Unity does at every start up.
Since Unity only accept dlls to be stored into the asset folder, I've used the package "Nuget for Unity" to download the packages into the asset folder.
This is the code I wrote
using System.Collections; using System.Collections.Generic; using UnityEngine; using Xbim.Ifc; using Xbim.ModelGeometry.Scene; public class Testprogetto : MonoBehaviour { // Start is called before the first frame update void Start() { const string fileName = "Muro finestrato.ifc"; using (var Stepmodel = IfcStore.Open(fileName, null, -1)) { Stepmodel.SaveAs("Muro finestrato.ifcxml"); } using (var model = IfcStore.Open("Muro finestrato.ifcxml")) { var context = new Xbim3DModelContext(model); context.CreateContext(); } } // Update is called once per frame void Update() { } }
In visual studio this compiles heavenly, but in Unity the internal compiler returns the error like I missed to import the libraries.
![alt text][4] [1]: https://github.com/xBimTeam?utf8=%E2%9C%93&q=&type=&language= [2]: https://www.nuget.org/packages?q=xbim [3]: https://www.what-could-possibly-go-wrong.com/unity-and-nuget/#usingnugetwithaseparatevisualstudiosolution [4]: /storage/temp/134998-console-error.png
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External .dll Nightmare
Hi folks,
I have a running code under .net, which works. Now I want to use this code inside Unity. It requires a .dll from a vendor. This .dll requires a lot of others. I have started to put the missing .dll in the Asset folder, but it looks like a never-ending story...
Microsoft.AspNetCore.Http.Abstractions.dll
- System.Buffers.dll
- System.Collections.Immutable.dll
- System.Memory.dll
- System.Security.Permission.dll
...
just to mention a few from the over 30 ...
Under Visual Studio it is easy to make that happen as you simply use NuGet, but in Unity it is a different story. I know Unity uses Mono...
I have used NuGet Packet, but this caused a lot of problems as well. Double items etc.
Is there any way to make this simpler or am I stuck and need to spend hours to fix this?
And if I do the fixing, will it have an impact on cross-platform development?
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Using an external library gives DllNotFoundException
Hi,
I'm trying to use https://github.com/entrepreneur-interet-general/H3.Standard with Unity. I've added the package with NuGet, but when I'm trying to use the methods, I get a `DllNotFoundException` about h3lib.dll. The `InstanciateNativeLibrary()` method given in the H3Standard puts the h3lib.dll to the project root, and not inside the Assets folder. If I add the .dll manually, and try to add the reference in Visual Studio, I get "File 'h3lib.dll' is not a valid .Net Assembly". Any tips on how I could get this working with Unity? If you can provide a sample project where this is working with all the steps to install, I'd be grateful! I've also raised the issue in Github, but as they might not be familiar with Unity, I thought it best to ask here too.
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Can't inherit from namespace
I am attempting to implement networking in my game with the use of Mirror. However, Unity is preventing me from using the package I just imported. Unity is telling me "the type of namespace 'Mirror' could not be found (are you missing a using directive or an assembly reference)". This same is said for inheriting NetworkBehavior. Here is the code that I have implemented so far.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class Player : NetworkBehavior
{
[SerializeField] private Vector3 movement = new Vector3();
private void Update()
{
myFunc();
}
}
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Externall DLL working error
Hello to everyone,
I am trying to use an external DLL in Unity. I have added the external DLL in the `Assets/Plugins` directory. But at run time I get the following error:
System.Runtime.InteropServices.SEHException (0x80004005): Error creating connector at RTI.Connext.Connector.Interface.Connector..ctor (System.String configName, System.String configFile) [0x00026] in C:\rticonnextdds-connector-cs\src\Connector\Interface\Connector.cs:29 at RTI.Connext.Connector.Connector..ctor (System.String configName, System.String configFile) [0x00044] in C:\rticonnextdds-connector-cs\src\Connector\Connector.cs:39
The external DLL is working properly outside of Unity, but I get an error in Unity. What could be the reason for this problem?
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