At first, I've already confirmed that DLL work well by using C# WPF project.
Then I bring those DLL into Unity project, and confirmed "there is no error message".
But the problem is that DLL doesn't work at all.(Function return NULL)
I've tried to modify below configuration options, but the situation doesn't change.
(Build Setting→Player Setting→Other Setting →Configuration)
- Runtime version : 4.0 -> 3.5 (rebuild but NG)
- Scripting Backend : Mono->IL2CPP ( Still NG)
- Api Compatibility : 4.0 -> 2.0 (still NG)
Do you have any advice about this problem.
Thank you in advance.
=======
My Environment
- Unity 2018.4.16f1 personal
- Microsoft Visual Studio Community 2019 Version 16.5.1
- Windows 10 1903
DLL : Put below DLL files at Asset Folder
(from https://www.cypress.com/documentation/software-and-drivers/cysmart-bluetooth-le-test-and-debug-tool)
- cybleautobase.dll
- cyblecommonbase.dll
- cybledonglecommunicator.dll
DLL information (confirmed at VS2019's property window)
- Version : 1.3.0.8
- Runtime Version: v2.0.50727
=======
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CySmart.Common.Base.Compatibility.Net20;
using CySmart.DongleCommunicator.API;
using System.Runtime.InteropServices.ComTypes;
public class BLErx : MonoBehaviour
{
CyDongleInfo DongleInfo;
CySmartDongleMgr DongleManager;
ICySmartDongleCommunicator Comm;
public void StartBLE()
{
DongleInfo = new CyDongleInfo("COMxx", CyDongleInfo.CySmartDongleType.CY5677);
DongleManager = CySmartDongleMgr.GetInstance();
CyApiErr err = DongleManager.TryGetCySmartDongleCommunicator(DongleInfo, out Comm);
if (err.IsOk)
{
Debug.Log("OK");
}
else
{
Debug.Log("NG");
}
}
}
,
↧
DLL Import => Build finish without Error but Can't Work
↧
How to access unity from within a c# file?
I'm a beginner to c#, and I'm trying to build a project with separation of components, and the graphics and user inputs are from unity.
I understand that to access the c# file in unity, I'd have to add it to my unity project as a plugin (dll file), but how will I do the converse? Say I click a button, and that had to be sent to the c# file, and consecutively, the c# file has to cause a change in the unity interface? How is this possible with a dll? I can't quite visualize how anything is happening here.
Thanks for the help
↧
↧
DLL import => PlatformNotSupportedException
There happen "PlatformNotSupportedException" when importing DLL.
Does someone know how to deal with this situation?
playerlog (output_log.txt)
PlatformNotSupportedException: Operation is not supported on this platform. at System.IO.Ports.SerialPort..ctor () [0x00000] in :0
I've tried to modify below configuration options, but the situation doesn't change. (Build Setting→Player Setting→Other Setting →Configuration)
Runtime version : 4.0 -> 3.5 (rebuild but NG)
Scripting Backend : Mono->IL2CPP ( Still NG)
Api Compatibility : 4.0 -> 2.0 (still NG)
Thank you in advance.
=======
My Environment
- Unity 2018.4.16f1 personal
- Microsoft Visual Studio Community 2019 Version 16.5.1
- Windows 10 1903
DLL information (confirmed at VS2019's property window)
- Version : 1.3.0.8
- Runtime Version: v2.0.50727
=======
↧
IL2CPP mod support
I have some very basic mod support that loads DLLs from a specific folder as Assemblies and inspects it's types. If it finds an "IMod", it calls it's respective Awake() method.
I will spare you the code, since it needs to un-/subscribe to the
`Appdomain.CurrentDomain.AssemblyLoad`
event, check for other assembly references etc. - and it works in the editor either way.
However it does not work with an IL2CPP built standalone player.
Do I need to do some extra steps? Is it even possible?
↧
Multiple DLL with the same class reference
Hello,
I am using third party libraries in my projects, one is
[Diagflow for Unity][1] and the second is [Ros for Unity][2]
My issue comes with the fastJSON.dll and NewtonSoft.Json.dll they both are sharing classes namespaces and i get the error
"The class X exist in both LIBRARY1 and LIBRARY2"
if i remove one of the 2 libraries errors dissapear, BUT there are third libraries that depend to both libraries, so if i remove one i can run the project but i get the error
"THIRDASEMBLY can not be load because it cant locate (THE LIBRARY I HAVE JUST DELETED)"
I cant modify those libraries since they are thirdparty, I have tried adding an extern alias following [this example][3] without success
[1]: https://github.com/dialogflow/dialogflow-unity-client/tree/master/Assets/ApiAiSDK
[2]: https://github.com/siemens/ros-sharp
[3]: https://github.com/DashW/UnityExternAlias/tree/master/Assets
↧
↧
Cannot build standalone version with my custom DLL
Does anyone what is the problem?
It works fine in Unity Editor but
just Failed when building a standalone version
Unity 2019.4
ArgumentException: The Assembly UnityEditor is referenced by ModularMotion ('Assets/Plugins/ModularMotion.dll'). But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at :0)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at :0)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()
Please Help!
Thank you
↧
Build C# to dll for .NET 3.5 w/ VS 2017
This was pretty darn simple with MonoDevelop that came with Unity.
I like Visual Studio, but it seems nerfed, no? I do not see a new project option for C#, let alone one for a dynamic linked library targeting .NET 3.5.
And isn't that also an issue? By default this is building fine, but targeting .NET 4.x, which means is it not compatible with Unity editor, potentially compatible with a Unity build if the Player is set to be. (but, I'm not going to require end-users to go through that, it's meant to be used in the editor)
So, really. Why isn't this easy to do with Unity and it's associated version of VS (2017)?
Can I get there from here? This is literally a ready-to-go project, and all I need is a .NET 3.5 targeted .dll build from this version of Visual Studio. If this isn't rocket science, clearly what I'm needing is a helpful series of steps from vanilla C# and Unity's VS to the desired .dll.
I like Visual Studio, but it seems nerfed, no? I do not see a new project option for C#, let alone one for a dynamic linked library targeting .NET 3.5.
And isn't that also an issue? By default this is building fine, but targeting .NET 4.x, which means is it not compatible with Unity editor, potentially compatible with a Unity build if the Player is set to be. (but, I'm not going to require end-users to go through that, it's meant to be used in the editor)
So, really. Why isn't this easy to do with Unity and it's associated version of VS (2017)?
Can I get there from here? This is literally a ready-to-go project, and all I need is a .NET 3.5 targeted .dll build from this version of Visual Studio. If this isn't rocket science, clearly what I'm needing is a helpful series of steps from vanilla C# and Unity's VS to the desired .dll.
↧
Can't reference other namespaces from within TextMeshPro (TMPro) namespace.
I'm trying to add something to a textmeshpro class, but for some reason it can't find any references I try to make within the textmeshpro namespace. Why is this. From research it seems to maybe be something weird with dlls and the scripts being in the library folder or something?
Any solution to this? Thank you.
↧
Android 64-bit .so DLL file not found error
Hello,
I am trying to update an older plugin to work for Android 64 bit builds, and am running into problems. Namely, I am trying to update the "OpenCV + Unity" plugin, and I have already created a 64bit "libOpenCvSharpExtern.so" file by editing the repo [here](https://github.com/Gobra/OpenCV-Unity).
The file I have created is available [here](https://drive.google.com/file/d/1krnXgpeG7zXexUzgp6jzJpkx0IsGW22x/view?usp=sharing). I have checked using MSYS2 "file" commands that the file is a 64bit build file, which all seems to be correct, as far as I can tell. I have then added the file to "/Assets/../Plugins/Android/arm64-v8a/libOpenCvSharpExtern.so".
By my understanding, this should work. Instead, the .so file is not added to my APK and the DLL cannot be found, resulting in the error:
AndroidPlayer(ADB@127.0.0.1:34999) DllNotFoundException: Unable to load DLL 'OpenCvSharpExtern': The specified module could not be found.
at OpenCvSharp.NativeMethods.core_Mat_sizeof () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.NativeMethods.TryPInvoke () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.NativeMethods..cctor () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0
at molAR.Start () [0x00000] in <00000000000000000000000000000000>:0
Rethrow as OpenCvSharpException: Unable to load DLL 'OpenCvSharpExtern': The specified module could not be found.
*** An exception has occurred because of P/Invoke. ***
Please check the following:
(1) OpenCV's DLL files exist in the same directory as the executable file.
(2) Visual C++ Redistributable Package has been installed.
(3) The target platform(x86/x64) of OpenCV's DLL files and OpenCvSharp is the same as your project's.
System.DllNotFoundException: Unable to load DLL 'OpenCvSharpExtern': The specified module could not be found.
at OpenCvSharp.NativeMethods.core_Mat_sizeof () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.NativeMethods.TryPInvoke () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.NativeMethods..cctor () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0
at myCode.Start () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.NativeMethods.TryPInvoke () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.NativeMethods..cctor () [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0
at myCode.Start () [0x00000] in <00000000000000000000000000000000>:0
Rethrow as TypeInitializationException: The type initializer for 'OpenCvSharp.NativeMethods' threw an exception.
at OpenCvSharp.OCRHMMDecoder+ClassifierCallback..ctor (System.String fileName, OpenCvSharp.CvText+OCRClassifierType type) [0x00000] in <00000000000000000000000000000000>:0
at OpenCvSharp.Demo.AlphabetOCR..ctor (System.Byte[] model) [0x00000] in <00000000000000000000000000000000>:0
at myCode.Start () [0x00000] in <00000000000000000000000000000000>:0
(Filename: currently not available on il2cpp Line: -1)
----------
I have also tried to create a linker file based on another answer on this site, the file is called "link.dll" and has the below contents, which are quite possibly wrong:
----------
What am I doing wrong here? I am quite new to all this and likely doing something silly.
Thank you in advance for your help!
↧
↧
Cannot load "lib_burst_0_0" on Android builds
Hi everyone. I am trying to test my current project on Android. When running the apk, I receive the following error immediately after the Unity splash screen:
----------
D/Unity: Failed to load native plugin: Unable to lookup library path for 'lib_burst_0_0'.
E/Unity: Unable to find lib_burst_0_0
D/Unity: Failed to load native plugin: Unable to lookup library path for '_burst_0_0'.
E/Unity: Unable to find _burst_0_0
E/Unity: Baselib error: : Out of memory (0x01000000) - Out of memory (errno:0x0000000c)
UnityEngine.Logger:Log(LogType, Object)
Unity.Collections.LowLevel.Unsafe.VirtualMemoryUtility:ReportWrappedBaselibError(BaselibErrorState)
Unity.Entities._dlg_PlaybackChainChunk:EndInvoke(ArchetypeChanges&, ECBSharedPlaybackState&, IAsyncResult)
Unity.Entities.EntityComponentStore:Create(EntityComponentStore*, UInt64, Int32)
Unity.Entities.EntityDataAccess:Initialize(EntityDataAccess*, World)
Unity.Entities.World:.ctor(String, WorldFlags)
Unity.Entities.DefaultWorldInitialization:Initialize(String, Boolean)
----------
- I'm using Unity 2020.1.0f1 with Burst 1.4.0-preview.2 and Entities 0.13.0-preview.24
- I'm using the JDK, Android SDK, etc. included with Unity.
- My scene does load, but no DOTS related code runs. So, I can see static meshes, but cannot move the camera, and entities do not spawn.
- I am testing this using a virtual device in Android Studio. I did make sure other apk's run correctly. When testing on a phone, I did not have access to the log, but the game screen looked the same as it does in the emulator (no DOTS code runs, etc).
- The game does run correctly in editor and in a Windows standalone exe
----------
I'm new to Android development, so sorry if this is a rookie mistake. I'm still pulling my hair out over it! Thank you for any help!
↧
.NET Standard 2.0 - Windows Registry - works on Mac OS X
Hello,
I have my project (originally developed on Windows) on API Compatibility Level set to .NET Standard 2.0, and in my project I have an external .dll class library compiled also as .NET Standard 2.0 in which is used *Microsoft.Win32*. I am saving some data to the Windows Registry.
Now I am adapting the project to work on Mac too, and I found that my external .dll with the Registry thing is working with no error on my Mac also.
I've been trying to find where could that data be stored, as Mac's OS X doesn't have a Windows like Registry?
Why and how is this working?
↧
Managed plug-in (dll) works in editor but build fails (error CS0246)
Hi everyone,
I need to distribute a package that I've created and I need to prevent the final users from modify and look into my scripts, so I've decided to pack the scripts in a managed plug-in.
I've created 2 dlls, one for runtime and one for editor, using 2 different assets: FlexCompiler (https://assetstore.unity.com/packages/tools/utilities/flexcompiler-79962) and DLLSwitcher (https://assetstore.unity.com/packages/tools/utilities/dllswitcher-40370).
The empty project in which I imported the package containing the dlls works like a charm in play mode BUT I cannot build it because of several occurrences of this error:
"error CS0246: The type or namespace name '[a class defined in a script contained in my dll]' could not be found (are you missing a using directive or an assembly reference?)"
The fact is that in Visual Studio the editor version of the dll is correctly referenced and I don't get any error, so I think that I have to tell Unity that it has to fetch that classes in the runtime version of the dll for the build, but I totally ignore how.
I've also put the runtime dll in the build folder to make it available to the .exe, still it is obviously not working.
I've read all the available documentation on managed plug-ins, assembly definitions etc. but I cannot go further from here, I hope someone can give me the information that I'm missing.
Thanks in advance
↧
Invalid IL Code in Build
Hiya,
I've been looking for a while now and I can't seem to get a way to fix my problem. I've been trying to use external DLLs with my application and they don't seem to be working when I'm building my project.
These DLLs allow me to communicate with external systems. The thing is that they are used in my program and they work very well in the editor (communication is sending and receiving properly).
When trying to build my project, I've been getting Exceptions while playing (my connection client wouldn't connect because the method used was not supported). The first ones concerned the Api Compatibility Level and Scripting Backend that I've now set to "**.Net 4.0**" and "**Mono"**.
After that, the error changed to **"NotSupportedException: Encoding 1252 data could not be found. Make sure you have correct international codeset assembly installed and enabled".** Coming across **[this answer][1]**, Ive added the **"I18N.dll"** and **"I18N.West.dll"** because the problem seemed to be the same (dll working in editor but not in build".
Now, the error I'm getting is `InvalidProgramException: Invalid IL code in I18N.Common.Manager:get_PrimaryManager (): IL_0000: ret`.
I'm stuck here because i don't know where to go anymore. If anyone has a lead, I'm really interested !
----------
Stack Trace :
InvalidProgramException: Invalid IL code in I18N.Common.Manager:get_PrimaryManager (): IL_0000: ret
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <437ba245d8404784b9fbab9b439ac908>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <437ba245d8404784b9fbab9b439ac908>:0
at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x00680] in <437ba245d8404784b9fbab9b439ac908>:0
at System.Text.EncodingHelper.InvokeI18N (System.String name, System.Object[] args) [0x0009a] in <437ba245d8404784b9fbab9b439ac908>:0
at System.Text.Encoding.GetEncoding (System.Int32 codepage) [0x0020d] in <437ba245d8404784b9fbab9b439ac908>:0
at TwinCAT.Ads.Internal.SymbolUploadInfo.get_StringEncoding () [0x00008] in <367ea3bea40c4a39b8dbbc84cd441231>:0
at TwinCAT.Ads.TcAdsSymbolInfoLoader.onUploadSymbols () [0x00158] in <367ea3bea40c4a39b8dbbc84cd441231>:0
at TwinCAT.Ads.TcAdsSymbolInfoLoader.initializeUploadSymbols (System.Boolean forceReload) [0x00020] in <367ea3bea40c4a39b8dbbc84cd441231>:0
at TwinCAT.Ads.TcAdsSymbolInfoLoader.GetSymbols (System.Boolean forceReload) [0x00000] in <367ea3bea40c4a39b8dbbc84cd441231>:0
The TwinCAT.Ads thingy is the DLL I'm using to communicate.
[1]: https://answers.unity.com/questions/42955/codepage-1252-not-supported-works-in-editor-but-no.html?_ga=2.189767787.1144447702.1595832539-2039130420.1588676592
↧
↧
How I should create the "dll's" of a plugin I created that depends on third parts?
Hello everyone,
when you develop a plug in that depend on third parts, how you create the "dlls" in order to not create conflicts in case the user downloads (without knowing it) those third parts your plug-in depends on?
**This is what I did:**
I needed to protect and hide the scripts I developed for a unity plugin, that depend from Oculus plugin.
I tried to make the ".dll" of my scripts including also the one from Oculus using the "[FlexCompiler plugin][1]",
but after importing the package, while in **Editor mode** everything works fine, when I build the solution I get a lot of these warning messages:
Assets\TerzeParti\Oculus\Spatializer\scripts\ONSPPropagationMaterial.cs(410,34): warning CS0436: The type 'ONSPPropagationMaterial' in 'C:\Users\s.gurzi\Desktop\Progetti\New Unity Project (1)\Assets\TerzeParti\Oculus\Spatializer\scripts\ONSPPropagationMaterial.cs' conflicts with the imported type 'ONSPPropagationMaterial' in 'LiveMultiplayer.Editor, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. Using the type defined in 'C:\Users\s.gurzi\Desktop\Progetti\New Unity Project (1)\Assets\TerzeParti\Oculus\Spatializer\scripts\ONSPPropagationMaterial.cs'.
that then blocks me from building with error messages like:
"error CS0246: The type or namespace name '[a class defined in a script contained in my dll]' could not be found (are you missing a using directive or an assembly reference?)"
I think that the problem is due to the fact that inside my dlls I reference those Oculus script and outside I have the folder Oculus( with those scripts) so I have duplicates.
------------------------------------------------------------------------------------------------------------------------------------------------------
[1]: https://assetstore.unity.com/packages/tools/utilities/flexcompiler-79962
↧
DllNotFound Exception on Editor but works on Standalone
I have native c++ .dll which depends on some others .dll. All the .dll dependencies are available through environment variable PATH. I have Unity3D 2019.3.15f1 Personal, it raises DLLNotFoundException on editor but program works find on standalone. My .dll is x64 bit and i have placed it on /Assets/Plugins/x86_x64. Please let me know if I am doing anything wrong?
↧
error CS0006: Metadata file `/home/dom/Projects/TurnBased/Library/ScriptAssemblies' could not be found
Similar to [this question](https://answers.unity.com/questions/1709058/where-are-my-projects-dlls-saved.html), I am trying to get the dll location configured so my ale plugin can find correct DLL's to pick up symbols.
Currently I have the following configuration:
let g:ale_cs_mcsc_assemblies = [ \ expand('/home/dom/src/UnityInstalls/Unity-2019.4.0f1/Editor/Data/Managed/UnityEngine.dll'), \ expand('/home/dom/Projects/TurnBased/Library/ScriptAssemblies') \]
but this is giving error CS0006: Metadata file `/home/dom/Projects/TurnBased/Library/ScriptAssemblies' could not be found
Does anyone know the correct configuration here
Currently I have the following configuration:
let g:ale_cs_mcsc_assemblies = [ \ expand('/home/dom/src/UnityInstalls/Unity-2019.4.0f1/Editor/Data/Managed/UnityEngine.dll'), \ expand('/home/dom/Projects/TurnBased/Library/ScriptAssemblies') \]
but this is giving error CS0006: Metadata file `/home/dom/Projects/TurnBased/Library/ScriptAssemblies' could not be found
Does anyone know the correct configuration here
↧
In unity Editor, How to make all cs files into Dll ?
Version 2018.4
I want to makes all cs files into a dll(or some dll). Others just need the dll and can run Unity well. They can add components as usual. The only difference is they cant read code files.
i try to use assembly definition, but some namespace or type error comes('NUnit', 'TMPro','ColorMode'). i dont know how to fix it .
then i try another way. Copy files and dlls and compile the four projects(Assembly-CSharp-firstpass, Assembly-CSharp-Editor-firstpass, Assembly-CSharp, Assembly-CSharp-Editor) step by step . But when i try compile Assembly-CSharp-Editor, i fail. error:
Error CS0433 The type 'BuglyUtils' exists in both xxxxx
↧
↧
Unity Plugins: Failed to load for Affdex SDK with error 'The specified module could not be found'
I am doing an experiment that involves playing an educational game (made in Unity) with facial tracking involved. The game can be downloaded [here][1].
The facial tracking runs perfectly fine on my system and I have received data from several other random people on the internet indicating that it is working as expected. But some PCs gives me an error saying that they are not able to find the dll. How do I debug or even fix this?
Plugins: Failed to load 'C:/Users/....../ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Plugins/affdex-native.dll' with error 'The specified module could not be found.
'.
(Filename: Line: 230)
Fallback handler could not load library C:/Users/Jeff/Downloads/ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Mono/affdex-native
Fallback handler could not load library C:/Users/Jeff/Downloads/ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Mono/affdex-native.dll
Fallback handler could not load library C:/Users/Jeff/Downloads/ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Mono/affdex-native
Fallback handler could not load library C:/Users/Jeff/Downloads/ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Mono/libaffdex-native
Fallback handler could not load library C:/Users/Jeff/Downloads/ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Mono/libaffdex-native.dll
Fallback handler could not load library C:/Users/Jeff/Downloads/ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Mono/libaffdex-native
Plugins: Failed to load 'C:/Users/....../ChemOCrypt-PC/ChemOCrypt-PC/ChemOCrypt-PC_Data/Plugins/affdex-native.dll' with error 'The specified module could not be found.
The dll file is clearly present there:
![alt text][2]
I also tried adding the same file to the fallback handler, i.e. inside the Mono folder, but same error.
Also, the dll is being loaded correctly on my PC, but another PC with lesser configuration (less RAM and no graphic card) is not able to load it. why so?
[1]: https://drive.google.com/file/d/19NmBBgFOqVJTk8X7YHG48ofNxVxLake9/view?usp=sharing
[2]: https://i.stack.imgur.com/WO4nX.png
↧
How can I include DLLs only in server build?
The "Define constraints" for each DLL import seggins says it can include/exclude DLLs based on compile #define directives, but UNITY_SERVER seems to have no effect (apart from DLL being always excluded). Is this a bug? Can I achieve this somehow?
↧
Parse asset bundles to remap DLL calls in to sourcecode calls
Hi,
I am working on a game that provides a DLL to the public to allow them to create new levels. These levels are then packaged up using the [Asset Bundle Browser](https://github.com/Unity-Technologies/AssetBundles-Browser). I want to be able to parse these asset bundles, then as the title says, remap the DLL method calls back to source code. I have a parser that does this successfully for Unity 2017 asset bundles, however it seems asset bundles in 2019 are laid out different, so I get errors. I have been looking for a solution for [days](https://www.imbushuo.net/blog/archives/505) and [days](https://translate.google.com/translate?sl=ja&tl=en&u=https%3A%2F%2Fchenanbao.github.io%2F2020%2F01%2F08%2FAssetBundle%2F) and been trying to find answers [anywhere I possibly could](https://docs.unity3d.com/Manual/FormatDescription.html) but can't seem to find out about the structures I need. I have attached an example [asset bundle][1] which contains a single scene with a single cube in it and nothing else.
I have also tried just exporting the entire scene and all its dependencies as a package, then importing that package in to the main project, but this breaks every single script reference on every object in the scene.
Please help!
[1]: /storage/temp/169986-samplescene.zip
↧