Windows Unity Native Plugin C++/CLR Crash (VMWare)

I am attempting to make a unity plugin for rendering to opengl natively.

I have been able to get a mac version working but bridging c++ to Objective c is simple. I am now attempting to bridge a c++ dll to my C# code and am having little to no luck.

I am able to use every exported method except the rendering methods.

The Header

extern "C" void __declspec(dllexport) UnitySetGraphicsDevice (void* device, int deviceType, int eventType);
extern "C" void __declspec(dllexport) UnityRenderEvent (int eventID);

And Code File

void UnitySetGraphicsDevice (void* device, int deviceType, int eventType){
}

void UnityRenderEvent (int eventID){
}

Both of these methods cause unity to crash

However if I omit these two methods, everything else seems to run without a hitch.
Since i really need these methods to be functioning, I would like to know what I am doing wrong.

here is an example of a dll export that is working

Header

void __declspec(dllexport) SetImageParams(void* textureID, int width, int height, const char * pluginsPath, const char * videoURL);

Code

void SetImageParams(void *textureID, int width, int height, const char * pluginsPath, const char * videoURL){

}

I am running this in VMWare Fusion on Windows 7

As it turns out, My Crash had a lot more to do with VMWare than it had to do with unity.

VMWare Fusion handles DirectX 9 however My version of windows 7 already had DirectX 11 installed.

The game would run but the Plugins would not connect to the rendering methods.

I moved over to my old windows XP installation, and everything worked as expected.