If the c++ was converted into C# and then done as a .Net assembly/plug-in is this supported in the web player. ie If I developed assets to be sold as plug-in’s through the asset store would it be limited to none web player clients.
No you don’t need to publish the source code.
But it has to be a pure .NET assembly for use in the webplayer in which case it will not be able to cover the same stuff as native code plugins as .net assemblies are bound to the same constraints as your UnityScript / Boo / C# scripts right within unity.
There is no such thing as .Net C++
perhaps you mean managed C++ but if so, that wouldn’t change anything, the same restrictions apply. having a single unmanaged call in will make the library unusable
Call it what you will. (I assume it outputs valid CLI dll’s?)
True. I have absolutely no idea if this is useful or viable in this scenario, just that it does (hopefully) appear to be possibly to run C++ inside a web player.
EDIT: May be more complicated than I originally thought.
Managed C++ is not really C++ anymore as anyone who was forced to use it will surely agree on.
You don’t have pointer logic anymore (at least if you even hope to run it in the webplayer) and alike, you basically try to do C# with a 10times as ugly, cumbersome and unproductive syntax etc …