Version: 2020.3
Language : English
Vulkan swapchain pre-rotation
AAR plug-ins and Android Libraries

Building and using plug-ins for Android

You can use plug-ins developed for Android to call Java and C++ code created outside of Unity from your C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
. This allows you to access features like OS calls and third-party code libraries that would otherwise not be available to Unity. For more information about using plug-ins with Unity, see documentation on plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
.

The pages in this section describe the process of creating your own plug-ins for use in Android projects. The information on these pages assumes you already know how to create native plug-ins for Unity. For more information about native plug-ins and their uses, see documentation on native plug-insA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info
See in Glossary
.

This section contains the following pages:

Unity as a Library

If you upgrade your project to Unity 2019.4 or above, the introduction of Unity as a Library might require you to adapt your native and managed plug-ins to work properly for Android.

Vulkan swapchain pre-rotation
AAR plug-ins and Android Libraries