I am working on the Unity Plugin project and try to import the c++ native dll from c# file. But I keep getting dllnotfoundexception.
c++ dll code:
extern "C" {
extern __declspec( dllexport ) bool IGP_IsActivated();
}
c# code:
[DllImport("mydll")]
private static extern bool IGP_IsActivated();
Dll is in place and FIle.Exists work properly. All dependent dlls are present at same hierarchy, but I still end up in dllnotfound exception.
Any help, much appreciated!!
Thanks to this Unity forum post I came up with a nice solution which modifies the PATH
-environment variable at runtime:
Project\Assets\Wherever\Works\Best\Plugins
.Put the following static constructor into a class which uses the plugin:
static MyClassWhichUsesPlugin() // static Constructor
{
var currentPath = Environment.GetEnvironmentVariable("PATH",
EnvironmentVariableTarget.Process);
#if UNITY_EDITOR_32
var dllPath = Application.dataPath
+ Path.DirectorySeparatorChar + "SomePath"
+ Path.DirectorySeparatorChar + "Plugins"
+ Path.DirectorySeparatorChar + "x86";
#elif UNITY_EDITOR_64
var dllPath = Application.dataPath
+ Path.DirectorySeparatorChar + "SomePath"
+ Path.DirectorySeparatorChar + "Plugins"
+ Path.DirectorySeparatorChar + "x86_64";
#else // Player
var dllPath = Application.dataPath
+ Path.DirectorySeparatorChar + "Plugins";
#endif
if (currentPath != null && currentPath.Contains(dllPath) == false)
Environment.SetEnvironmentVariable("PATH", currentPath + Path.PathSeparator
+ dllPath, EnvironmentVariableTarget.Process);
}
Add [InitializeOnLoad]
to the class to make sure that the constructor is run at editor launch:
[InitializeOnLoad]
public class MyClassWhichUsesPlugin
{
...
static MyClassWhichUsesPlugin() // static Constructor
{
...
}
}
With this script there is no need to copy around DLLs. The Unity editor finds them in the Assets/.../Plugins/...
-folder and the executable finds them in ..._Data/Plugins
-directory (where they get automatically copied when building).
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