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


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.

I'm trying to call Unity C# script from the Objective-C side.
Functions with void parameters work. Functions with string parameters
work if the script on the other side is Javascript.

/>

Functions with string parameters crash if the script on the other
side is C#. The crash is a BAD_EXEC.


I'm fairly sure I'm
not correctly marshalling parameters correctly. There really isn't
too much documentation about this on the web.


I've read
Embedding Mono and I've looked at the really old examples on
Github.


http://www.mono-project.com/Embedding_Mono />https://github.com/mono/mono/tree/master/samples/embed


C & C++ & C#

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?

Programming Languages

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
Programming Languages
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.
Game Development
I want to use the shared library option in Flash. I have put
some button in the shared library. Some have predefined actions,
other do not. When I import the library assets into a new flash fla
and add actions to the buttons, the action script is not executed. I
also tried to add script to the button with predefined script. It
appears that the script, if any, defined in the shared library takes
presidence.
Can anyone confirm this? And does any one know a way
around this?
thanks!
Design Software
loading assets from external libraries
 
I
have several movieclips for a project that I am building.
I have
a base class and about 50 movieclips that all use it as a base
class.
Several would not be used by every user every time, in
fact depending on which direction a user navigates only about 10 would
be used. What I would like to do is store them in seperate .swfs
(about 10 per) and load the ones I need at runtime.
So is there a
way I can load a .swf just to get its library issets. and then load
them using the same base class?
I hope I a explaining this
correctly.
THANKS!!
Design Software

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