Add- New item- Header file and name the file, managed entity.
The first step is to create a create new Visual C solution. .
More info, managed see in, glossary are kept in a project as source files and compiled by Unity whenever the source changes.
At this step, we are going to enable managed CLR create support. .
Right-click the solution in your C# project and goto Add- Existing Item.Dll 16: 17: if (hMod!If all goes well, this is what you should see: One thing I did learn from this, is if you are going to include any.NET related header files (such as vcclr.Null) 22: 23: cout addFunc(1, create 2) endl; 24: cout addFunc(5, 6) endl; 25: cout addFunc(100, 10024) endl; 26: 27: managed else 28: 29: cout "Failed to load function AddTwoNumbers" endl; 30: 31: 32: else 33: 34: cout "Failed to load module MyDll.In the Application managed tab, change the Target Framework.NET Framework.5.
Right click on your C# project and go to manual Properties In the subs Application tab, change the Target Framework.NET Framework.5 reader If you are getting this error, you probably need to recompile your libraries for x64 platform (64 bit).
The DLL asset has a editor foldout patch triangle which manual can be used to reveal install the separate classes inside the library.
Wrapper in this case; other names you might use could have the form.
I have also added a void battlefield method that changes the position of the entity so that you can see how calling the method from the wrapper will have an effect upon the object from the core project.If you wonder why you would ever use this technology for something as simple as accessing and changing two variables, the answer is that you should not.Click on File - New - Project. .Even with the native(unmanaged) code barrier in Unity Free, it is still possible to use unmanaged code.And give it a name and select the OK button.