Version: 2022.2
言語: 日本語
Use managed UWP plug-ins
Author native UWP plug-ins

Call and implement native UWP plug-ins

To call and implement native Universal Windows Platform (UWP) plug-ins, you need to know how to create native plug-ins for Unity. For more information about native plug-ins and their uses, refer to Native plug-ins.

IL2CPP scripting backend supports the P/Invoke mechanism for native plug-ins. This means that you can call into native plug-ins directly from your C# code. To do this, you specify the native function prototype and then call it.

The following examples show you how to implement a native plug-in and call it from a C# script.

  1. Create a new .cpp file in your Unity project and insert the following native plug-in code:

        extern "C" __declspec(dllexport)
        int __stdcall CountLettersInString(wchar_t* str)
        {
            int length = 0;
            while (*str++ != nullptr)
                length++;
            return length;
        }
    
  2. Create a new C# script and replace its contents with the following code:

    [DllImport("MyPlugin.dll")]
        private static extern int CountLettersInString([MarshalAs(UnmanagedType.LPWStr)]string str);
        
        private void Start()
        {
            Debug.Log(CountLettersInString("Hello, native plug-in!"));
        }
    
  3. Add the component to a GameObject in your scene and enter Play mode. The console will print 22.

    using UnityEngine;
    public class ExamplePlugin : MonoBehaviour
    {
        [DllImport("MyPlugin.dll")]
        private static extern int CountLettersInString([MarshalAs(UnmanagedType.LPWStr)]string str);
        
        private void Start()
        {
            Debug.Log(CountLettersInString("Hello, native plug-in!"));
        }
    }
    

その他の参考資料

Use managed UWP plug-ins
Author native UWP plug-ins
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