Creating iOS plugins for Unity
Creating iOS plugins for Unity
This is just a quick starter tutorial on making a simple iOS plugin for Unity.In your Unity project, create a folder Assets/Plugin/iOS. Files directly in that folder (can’t be in a subfolder) automatically get added to your iOS project when you have Unity create an iOS build.
We’ll create a testplugin.mm file in that folder. In that file, we put the code for the iOS side of the plugin. Unity needs the plugins to be c named. So, we wrap it in an extern “C”.
Here is an example plugin:
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Create a file called TestPlugin.cs in Unity.
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Another option to pass back a value from your iOS code to Unity is at any time in your iOS code, you can call
UnitySendMessage("UnityObjectName", "UnityObject'sMethodName", "Some message here").
That makes Unity look for that object in your scene and then call that
method and give it that string. So, if you create a
TestPluginListener.cs script and have a method void ListenerMethod(string message), you could create a TestPluginListener object in your Scene, add that script component, then call UnitySendMessage("TestPluginListener", "ListenerMethod", "My test message"); in your iOS code. Your script would then get that message and you could process it however you want.