![]() ![]() If the DLL contains Unity API code, you need to make Unity’s own DLLs available to the compiler before compiling:.The method you use to create a DLL depends on if the DLL contains Unity API code: 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. More info See in Glossary, as well as how you can create managed plug-ins and set up a debug session using Visual Studio. NET assembly that is created with tools like Visual Studio for use in Unity. This page explains a general method you can use to create managed plug-ins A managed. 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. More info See in Glossary in the same way as standard scripts.įor more information about managed code in C#, see Microsoft’s What is managed code? documentation. A GameObject’s functionality is defined by the Components attached to it. dll file to your project and attach the classes it contains to GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Unity compiles standard C# scripts whenever they change, whereas DLLs are pre-compiled and don’t change. More info See in Glossary, which Unity stores as source files in the Assets folder in your Unity project. This is a different process from standard C# scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. NET assemblies you create and compile outside of Unity, into a dynamically linked library (DLL) with tools such as Visual Studio. NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed. Managed plug-ins A set of code created outside of Unity that creates functionality in Unity. ![]()
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