Plug-ins for desktop platforms are libraries of native code you can write in C, C++ and Objective C. This page describes plug-ins for macOS, Windows, and Linux. For more information, refer to Native plug-ins.
You can deploy macOS plug-ins as bundles or, if you are using the IL2CPP scripting backend, loose C++ files, which you can invoke with [DllImport("__Internal")]
syntax. For further information on loose C++ plug-ins refer to C++ source code plugins for IL2CPP.
To create the bundle project with Xcode:
For more information about working with Xcode, refer to Apple’s documentation on Xcode.
.cpp
) or Objective-C (.mm
) to implement the plug-in, declare the functions with C linkage to avoid name mangling issues:extern "C"
{
float ExamplePluginFunction ();
}
Plug-ins on Windows are either .dll
files with exported functions, or loose C++ files if you are using IL2CPP. You can use most languages and development environments that can create .dll
files to create plug-ins. You must declare any C++ functions with C linkage to avoid name mangling issues.
Plug-ins on Linux are .so
files with exported functions. Although these libraries are usually in C or C++, you can use any language. You must declare any C++ functions with C linkage to avoid name mangling issues.
When you build the native plug-ins for Linux, if the built library has dependencies on another native plug-in, you must specify the rpath
for that library while compiling it.
Add the linker flag -Wl, -rpath=$ORIGIN
to specify the runtime search path. The linker flag instructs the loader to find its dependencies in the current directory of the library besides searching the system search path. You can add other linker flags along with -Wl, -rpath=$ORIGIN
, however, Unity doesn’t control them. For example, /usr/bin/g++ -o binary.c.o -Wl,-rpath=$ORIGIN
.
Alternatively, you can set LD_LIBRARY_PATH=dependency path
in the environment to instruct the loader to search that path for dependencies. Linux doesn’t automatically search the current directory for dependencies. Make sure to set the correct dependency search path because incorrect path causes missing library errors in the Unity Editor.
In Unity, the Plugin Inspector manages your plug-ins. To access the Plugin Inspector, select a plug-in file in the Project window. For Standalone platforms you can choose the CPU architecture with which the library is compatible. For cross-platform plug-ins you must include the .bundle
file (for macOS), the .dll
file(for Windows), and the .so
file (for Linux). Unity automatically picks the right plug-in for the target platform and includes it with the player. For further information, refer to Import and configure plug-ins.
Place your built plug-in in the Assets folder or the appropriate architecture-specific sub-directory in your Unity Project. Unity then finds it by name when you invoke it from a C# script. For example: [DllImport ("PluginName")] private static extern float ExamplePluginFunction ();
Note: PluginName
should not include the library prefix or file extension (for example, the actual name of the plug-in file is PluginName.dll on Windows and libPluginName.so on Linux).
You can download and use these projects to learn how to implement plug-ins in Unity.