![]() ![]() That issue, however, could potentially be solved in a MAUI application for. Winforms and WPF have that inherent platform limitation. Only big limitation I see here is that it is, of course, probably only going to work on Windows and it's not cross-platform. So you can definitely do the same thing in WPF, if you want to. and the Javascript can even be held in a string in your C# class!Īll the small example here is doing is calling the UnityPlayer.dll entry point called "UnityMain", and it matches the signature: and it uses special attributes to give the compiler and runtime some additional hints about how C# and C/C++ types should be marshaled ("marshaling" is basically just a fancy word for "translating" or converting the data from one form to another so it works in both ecosystems and can be passed back and forth). I've always really loved the C# interop services and how you can "talk to" external code in native executables, or even invoke some Javascript. There's even things like COM interop and "runtime-callable wrappers", reverse COM interop, WinRT (Windows Runtime) language projections, C++/CLR interop and numerous other advanced interop techniques beyond PInvoke. C# supports pointers and "unsafe" code and can do a lot of things people don't often think about. It also has the capability to do some really complex and fancy things which require a good bit of low-level knowledge to learn to effectively wield, but the possibilities are all there. It just requires you to read the documentation a bit to understand the rules and limitations. PInvoke is super powerful and not really all that hard to use for the basic, direct calling techniques for extern "C-style" functions used here: the most basic and standard way to interoperate from C# to native code. The "signature" of a method/function is just what we call the combined characteristics of its name, return type and parameter list (and in C# and C++ that can also include access modifiers and other modifiers like "static" and "const"). the attribute is applied to a method you declare and mark as static extern and create the correct method signature for. You simply use the DllImportAttribute to specify what native DLL you want to call from C# code (which can be pretty much any valid DLL library with exported "C-style" symbols - from Window's kernel32.dll to the UnityPlayer.dll for your game build, or even native libraries on Android/iOS and other systems, all the way to your own custom C/C++ libraries that you write yourself). )Ĭlick to expand.Of course, it's C#! You're just using the built-in PInvoke interop system it's had since way back in the old days! It's really, really powerful and pretty easy to do. (If you quit your game with Application.Quit () your launcher will close with all hidden forms as well. Now, start your built game launcher and press the "Start Game" button to execute your game. "Game_Launcher", your "_Data" directory must be named "Game_Launcher_Data" (If they are not identical, the game will not be executed).ġ2. Very important: If your built launcher executable is calledĮ.g. After a successful build, copy your built game launcher executable into your game directory where your "UnityPlayer.dll" and "_Data" directory are located. ![]() Open the app properties and select "Any CPU" and uncheck "Prefer 32-bit" in the general settings of the "Build" tab.ġ0. Now add the code below to your "Start Game" button so that the "UnityPlayer.dll" can execute your game process in fullscreen mode.ĩ. A dd the "System.Diagnostics" using directive:Ĩ. Use the "DllImport" attribute to import the "UnityPlayer.dll", then you have to declare the "UnityMain" method and add the attribute to it.ħ. Now you need to use the Interop services, because you need to call unmanaged code from the "UnityPlayer.dll". ![]() Add a button to your form from where you want to start your game:ĥ. Create a new C# Windows Form App in Visual Studio:ģ. If you build your game, select "x86_64" as the architecture and windows as the target platform in your standalone unity project build settings.Ģ. If you want to launch your game directly from your own winform game launcher that you created in visual studio then follow these steps below:ġ. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |