Quantcast
Channel: Questions in topic: "ios"
Viewing all articles
Browse latest Browse all 4709

Why are Unity Plugins disabled on the iOS Simulator?

$
0
0
It's sort of a known issue that iOS plugins don't work in the iOS simulator (see [here](http://answers.unity3d.com/questions/249567/entrypointnotfoundexception-with-ios-plug-ins.html), [here](http://gamedev.stackexchange.com/questions/44087/how-to-make-a-ios-plugin-for-unity3d), and in other questions). The reason this is is because the calls to `mono_dl_register_symbol` in `RegisterMonoModules.cpp` are removed by the C preprocessor. This can be worked around by simply moving those calls outside of the if statement, as described in this [blog post](http://tech.enekochan.com/2012/05/28/using-the-xcode-simulator-with-a-unity-3-native-ios-plug-in/). So it seems like iOS plugins are intentionally disabled by Unity on the simulator, but I don't see anything in Unity's [official documentation](http://docs.unity3d.com/Manual/PluginsForIOS.html) about this. Is there a reason they're disabled that I shouldn't workaround? My main reason for asking is that my company develops an iOS unity plugin, and it'd be nice to get it working for the simulator automatically. I could do this by adding something to our `PostprocessBuildPlayer` script to move the location of the `mono_dl_register_symbol` lines in `RegisterMonoModules.cpp`, like the blog post above suggests. However, if there's an important reason that Unity is disabling plugins on the iOS simulator, then maybe I shouldn't do this.

Viewing all articles
Browse latest Browse all 4709

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>