I would like to call a specific method in my Unity3D project within an external plugin. Here is my C++ code:
static void UNITY_INTERFACE_API OnRenderEventThreadSafe(int eventID)
{
[...] Some C++ code
//Call C# Method here
}
My C++ code does already work on its own but now I want to call a specific C# method. How can I manage to do this? I tried creating delegates like this
#if UNITY_EDITOR
[DllImport("lib")]
#else
[DllImport ("lib")]
#endif
private static extern void Method(Delegate callback);
private delegate void Delegate(int number);
[MonoPInvokeCallback(typeof(Delegate))]
private static void DelegateMessageReceived(int number)
{
Debug.Log("MessageReceived " + number);
}
public static void Method2()
{
Method(DelegateMessageReceived);
}
But I don't think this is the right way... Should have mentioned it earlier, but I'm coding on Linux-Fedora25
I ran into the-same issue in the past when making rendering plugin but the solution is not really hard.
You need to create a global static function pointer to hold the C# function you want to call from C++. The C++ function pointer must be static. Initialize this variable from the Start or Awake function in C#. After this, you can freely call that function anytime from C++.
C++ (YourCppPlugin.h)
#define DLLExport __declspec(dllexport)
extern "C"
{
//Create a function pointer and give it a callback alias to shorten it
typedef void(*FuncCallBack)(int eventID);
//Create a callback delegate from the alias to hold the function from C#
static FuncCallBack callbackInstance = nullptr;
//Create the function that will be called from C# to store the function
DLLExport void RegisterRenderCallback(FuncCallBack cb);
}
C++ (YourCppPlugin.cpp):
#include "YourCPP.h"
//Save the function we received from C# to the global variable for future use:
void RegisterRenderCallback(FuncCallBack cb) {
callbackInstance = cb;
}
Done. You can now use the callbackInstance variable to call the C# function anytime from the Unity's UNITY_INTERFACE_API OnRenderEventThreadSafe C++ API function. Just make sure it's not null before calling it like below:
static void UNITY_INTERFACE_API OnRenderEventThreadSafe(int eventID)
{
[...] Some C++ code
//Call C# Method here
if (callbackInstance != nullptr)
callbackInstance(eventID);
}
Register a function to it first from C# with the RegisterRenderCallback function first before using the callbackInstance variable. See example in the Start function below.
C# side of the code:
// Use this for initialization
void Start()
{
//Register the OnRenderCallback function to our C++ plugin for a callback
RegisterRenderCallback(OnRenderCallback);
}
//Function that registers a local C# function to a delegate in C# for later use
[DllImport("YourCppPlugin", CallingConvention = CallingConvention.Cdecl)]
static extern void RegisterRenderCallback(renderCallback cb);
//int param callback delegate that links to the C# function we want to call from C++
delegate void renderCallback(int eventID);
//Function we want to call from C#. Registered in the Start function
[MonoPInvokeCallback(typeof(renderCallback))]
static void OnRenderCallback(int eventID)
{
Debug.Log("Called from C# with ID: " + eventID);
}
Finally, if you have more than one function to register, you have to use List, array or dictionary to hold them on both C# and C++ side then iterate and call each one when necessary.
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