Hy there
As the title intends, I’m trying to integrate a C++ library to Unity scripting, so C#. As recommended by MS, I’m using the managed interop. I’m not the first one, but seemingly the last that hasn’t perished yet…
So there is C++ library → wrapped in C++/CLI mixed assembly → wrapped by C# assembly → called by my unity C# script
Problem is:
- Using a C# assembly with references to mixed (using C++/CLI as external interface) assemblies causes Editor to crash and build-generation to fail
To be more precise:
- Editor : the assemblies are loaded, but the first transition to the mixed assembly makes the engine call the good old C-style ‘abort()’ during text logging
- Build generation : fails by providing depency error (assembl. not found or not allowed to load)
It’s not due to (debugged that quite intensely):
- version conflicts
- wrong build type settings
- other dependencies (happens for just 60 lines of code with no additional dependencies…)
- and other things someone with 30 years experience in programming would check…
I’ve come to the point where I’m SURE that this is either an everlasting bug in the engine or intended behavior. I’m in with a pro-license but my employer is not big enough, to efford the premium support… Thus I cannot ask an insider.
Does anyone have any clue about what “the creators” are saying?
I’ve found various bug reports and questions, but NONE got ANY answer… For now we don’t want to migrate to Unreal, but if it’s the only way to use C++ without writing those ancient and inefficient C-wrappers, I’m afraid we’ll have to.
HELP