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.

Related to : Can I use p/invoke in libraries loaded as assets in Unity Free?
Marshalling Objective-C to C# with Unity, Mono, and P/Invoke
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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



Does WebSphere Class Loader Viewer show libraries loaded as the application is running or only libraries loaded at startup?
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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?


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
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.
Shared libraries assets can't be customized?
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!

loading assets from external libraries
Game Development
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!!


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