Can I use p/invoke in libraries loaded as assets in Unity Free?


rajiv
HOME ยป Game Development

I am interested in using utilising third-party libraries in Unity Free.I know Unity can use managed libraries as assets, but only the Pro version supports using native libraries (DllImport within scripts). This thread, however suggests that it is possible to import DLLs in the free version.I would like to utilise native libraries (as a hobbyist I cannot afford the Pro version), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is.

Related to : Can I use p/invoke in libraries loaded as assets in Unity Free?
Can I use p/invoke in libraries loaded as assets in Unity Free?
Game Development

I am interested in using utilising third-party libraries in Unity Free.I know Unity can use managed libraries as assets, but only the Pro version supports using native libraries (DllImport within scripts). This thread, however suggests that it is possible to import DLLs in the free version.I would like to utilise native libraries (as a hobbyist I cannot afford the Pro version), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is.
Does WebSphere Class Loader Viewer show libraries loaded as the application is running or only libraries loaded at startup?
Game Development

In the WebSphere Application Server 6.0 admin console, I am going to Troubleshooting -> Class Loader Viewer -> server_name -> Applications and opening the class loader for a war file. I click the "Classes" link under "WAS Module - Compound Class Loader" and I see a list of classes loaded from corresponding jar files.


Will this list update as the application runs, more code branches are executed, and potentially more libraries are loaded or does it only show what was loaded at startup?


Old version of Unity WebPlayer binary gets loaded from cache, using Facebook Unity integration
18/11/2014 2:50 pm Game Development

We are in the process of switching our game from our own canvas page, to using the Unity integration on Facebook. However, during our development tests we have occasionally run into a problem where the webplayer binary gets loaded from the browser cache, even though a newer version was uploaded to the server.

Manually clearing the browser cache solves the problem, but that's not exactly a solution we want to present to our users all the time. Previously, when we embedded the unity object ourselves, we also passed in a ?version flag with the url, which would keep it up to date, but we can't exactly do that anymore with integration turned on, unless we manually update the binary location link in our app settings every time we do a build (Kind of a pain in the butt, since the rest of our build process is automated)

Is there any way around this? Thanks.


using require.js some libraries are not loaded properly when page is loaded
Game Development

I use require.js in my project but when page is loaded it gives me errors like backbone.js is not loaded , jquery undefined something like this .Is their any mistake from side my code is:
main.js :


require.config({
paths:{
jquery: 'assert/lib/jquery-1.7.1.min',
jqueryui: 'assert/lib/jquery-ui-1.8.16.custom.min',
underscore:'assert/lib/underscore',
view:'src/View/view',
backbone: 'assert/lib/backbone',
}
});
require(['jquery','src/bootstrap'], function(){});

bootstrap.js:


define(['undersc


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