I know that C/C++ plugins aren’t allowed in the unity web player, but can you include .NET plugins? I’ve got a C# library that I can’t just include in the project, but I suspect that I could compile it into a .NET assembly.
Would this work?
I know that C/C++ plugins aren’t allowed in the unity web player, but can you include .NET plugins? I’ve got a C# library that I can’t just include in the project, but I suspect that I could compile it into a .NET assembly.
Would this work?
Yep, .Net assemblies work just fine provided you don’t do anything in them that isn’t allowed for the web player (file access, etc).
-Jeremy
Thanks! Now on a slightly different note, I’m trying to eliminate assembly bloat from my web player.
I’ve currently got the list down to:
System.Core
UnityScript.Lang
Google hasn’t been much help in determining what classes or functions are used by those assemblies. So I’m hoping someone here could point me in the direction of a utility or some other resource that will let me know what I need to cut from my app to remove these assemblies.
My guess is that UnityScript.Lang is used because I have some .js scripts that use the “using Something.something;” syntax. And that porting them to C# would eliminate that dependency.
We had some DateTime references that we knew were part of System.Core, but even after commenting out that code, I’m still getting references.
Any thoughts?