Plug-ins for desktop platforms are libraries of native code you can write in C, C++ and Objective C. This page describes plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary for macOS, Windows, and Linux. For more information see Native plug-insA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info
See in Glossary.
You can deploy macOS plug-ins as bundles or, if you are using the IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary, loose C++ files, which you can invoke with
[DllImport(“__Internal”)] syntax. For further information on loose C++ plug-ins see C++ source code plugins for IL2CPP.
To create the bundle project with XCode:
For more information about working with XCode see Apple’s documentation on XCode.
float ExamplePluginFunction ();
Plug-ins on Windows are either .dll files with exported functions, or loose C++ files if you are using IL2CPP. You can use most languages and development environments that can create .dll files to create plug-ins. You must declare any C++ functions with C linkage to avoid name mangling issues.
Plug-ins on Linux are .so files with exported functions. Although these libraries are usually in C or C++, you can use any language. You must declare any C++ functions with C linkage to avoid name mangling issues.
In Unity, the Plugin InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary manages your plug-ins. To access the Plugin Inspector, select a plug-in file in the Project windowA window that shows the contents of your
Assets folder (Project tab) More info
See in Glossary. For Standalone platforms you can choose the CPU architecture with which the library is compatible. For cross platform plug-ins you must include the .bundle file (for macOS), the .dll file(for Windows), and the .so file (for Linux). Unity automatically picks the right plug-in for the target platform and includes it with the player. For further information see Import and configure plug-ins.
Place your built plug-in in the Assets folder or the appropriate architecture-specific sub-directory in your Unity Project. Unity then finds it by name when you invoke it from a C# script. For example:
[DllImport ("PluginName")] private static extern float ExamplePluginFunction ();
PluginName should not include the library prefix or file extension (for example, the actual name of the plug-in file is PluginName.dll on Windows and libPluginName.so on Linux).
You can download and use these projects to learn how to implement plug-ins in Unity.