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C# Plugin tutorial next steps

Discussion in 'Windows' started by boinged, Nov 27, 2013.

  1. boinged

    boinged

    Joined:
    May 8, 2013
    Posts:
    16
  2. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,680
    Hello!

    Building the device dll in release configuration will increase the performance, while building in debug will allow you to debug it without optimizations getting in the way. Also, Microsoft might deny your application from submission to the store if any of the DLLs are build in debug mode (I'm not sure if this is the case for Windows Phone, but they do it for Windows Store for sure, as they think extra performance of release DLL saves user battery).

    Building C# for ARM platform is redundant unless you're referencing a native DLL/winmd from said plugin, because CIL (compiled C#) is platform independent and will look the same for both ARM and x86. However, if you want to call C++ code from the plugin, it has to be built the same way as the C++ DLL, that is if the C++ DLL is ARM, C# dll must be compiled to that as well.
     
  3. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,822
    Hello, please refer to the porting documentation we worked on with Microsoft.
    http://unity3d.com/pages/windows/porting

    If anything is unclear please feel free to ask, but these documents are pretty comprehensive and go into specific detail on setting up plugins correctly.

    If you have any suggestions for the documents please also give any feedback, thanks.