Hi All,
i’m upgrading our lipsync package for unity. In addition to bulking up the whole product, it supports data from the Lipsync Tool, providing a less expensive, and more portable, option when dealing with pre-recorded audio. The scripts are mostly shared between lipsync data sourced from the microphone (via plugin) or sourced from a text asset (from the lipsync tool).
Everything is kosher except that I have an instance where i’d like to know whether i’ve got the plugin. when the plugin is available, and a case where it’s not. Trying to avoid DllNotFoundException from unity.
LipsyncPlugin is my C# wrapper around native code:
LipsyncPlugin._CloseMicrophone()
I tried to test for null
if (LipsyncPlugin._CloseMicrophone() != null)
Nope. Compile error.
Any tricks or tips?
Thanks and Cheers!
Mark