Native Code Plugins used to be supported in the non-pro Android- and iOS-licenses.
Has that changed?
Or is it a mistake on the current license comparison page? Real-time tools for 3D, AR, and VR development | Products
If plugins ARE available on iOS-PRO now, you may wish to update the plugins documentation page as it strongly implies you don’t need pro for mobile: Called a PRO/Mobile feature, calls out desktop explicitly as needing pro for plugins (implying that others don’t).
I hope that they are still supported in the Unity 4 Basic licenses.
I’ve contacted the Unity sales team about that issue, hope to get response soon.
In my opinion, the iOS and Android basic licenses would be quite useless if Native Code Plugins weren’t supported, because you couldn’t integrate many of the standard-features for games… like In-App Purchasement plugins, Ad-plugins, and stuff like that. (I guess, they’re all Native Code Plugins, right?)
As far as I’m concerned, I need to use the Vuforia AR-plugin, which is a Native Code Plugin (accesses the camera, and does the processing in native code). The Pro licenses are way too expensive for me.
Agreed. I don’t think making plugins pro only is a reasonable option until there is out of the box support for fundamental iOS functionality like StoreKit (which isn’t that hard to implement
).
That was mistake on license comparison page. Now that’s fixed.
Thanks for reporting issue!
I went to try an Vuforia demo project i made for a client on 3.5 on unity 4+latest xcode. It works. Xcode initially fails when compiling (as usual) on a pair of things but they’re easy fixes.
Edit: nvm. (Previous post)
Edit 2: @Mantas Puida: A bit offtopic but just in case its also a typo: Then we have .net sockets on iOS Basic too? (they werent on 3.5)
Edit 3: Doesn’t seem like it:
Error building Player: SystemException: System.Net.Sockets are supported only on Unity iOS Pro. Referenced from assembly ‘Assembly-CSharp’.
Thanks to you guys for clarifying! ![]()