I am aware of this similar question, but it does not respond to my problem.
I have written two .dll
s using Visual Studio 2010. One is in C++, and communicates with an SDK that was written in C++. The other is a C# wrapper for that C++ library, so that it can be used in C# contexts.
My plan was that this would let me use my code in Unity3D
, but apparently that is not the case. It seems like Unity3D
does not allow me to import .dll
s as Assets if they are not a .NET
assembly. So I can add my C# wrapper, but not the C++ dll.
This results in a DllNotFoundException
whenever I try to access the C++ library. I have tried simply copying the C++ library into the Assets/Plugins
folder, but that gives the same results.
Is there a way to do this properly? This is a very vital part of my project setup.
The problem is that the DLL is not being found when the p/invoke runtime code calls LoadLibrary(YourNativeDllName)
.
You could resolve this by making sure that your DLL is on the DLL search path at the point where the first p/invoke call to it is made. For example by calling SetDllDirectory
.
The solution that I personally prefer is for your managed code to p/invoke a call to LoadLibrary
passing the full absolute path to the native DLL. That way when the subsequent p/invoke induced call to LoadLibrary(YourNativeDllName)
is make, your native DLL is already in the process and so will be used.
internal static class NativeMethods
{
[DllImport("kernel32", SetLastError = true, CharSet = CharSet.Unicode)]
internal static extern IntPtr LoadLibrary(
string lpFileName
);
}
And then somewhere in your code:
private static IntPtr lib;
....
public static void LoadNativeDll(string FileName)
{
if (lib != IntPtr.Zero)
{
return;
}
lib = NativeMethods.LoadLibrary(FileName);
if (lib == IntPtr.Zero)
{
throw new Win32Exception();
}
}
Just make sure that you call LoadNativeDll
passing the full path to the native library, before you call any of the p/invokes to that native library.
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