Game Development Asked by Atlantis on January 29, 2021
I created NativeCallProxy.cs in Unity
public class NativeCallProxy: MonoBehaviour
{
[DllImport("__Internal")]
public static extern void iOSUnloadUnityGame();
public static void UnloadUnityGame()
{
#if UNITY_IPHONE
// Now we check that it's actually an iOS device/simulator, not the Unity Player. You only get plugins on the actual device or iOS Simulator.
if (Application.platform == RuntimePlatform.IPhonePlayer)
{
iOSUnloadUnityGame();
}
#endif
}
}
and created two files in Assets/Plugin/iOS
NativeCallProxy.m
#import <Foundation/Foundation.h>
#import "NativeCallProxy.h"
@implementation UnityBridgeAPI
id<UnityBridgeNativeCallsProtocol> api = NULL;
+ (void) registerAPIForNativeCalls:(id<UnityBridgeNativeCallsProtocol>)proxy {
api = proxy;
}
@end
and NativeCallProxy.h
#ifndef NativeCallProxy_h
#define NativeCallProxy_h
@protocol UnityBridgeNativeCallsProtocol
@required
- (void)unloadUnityGame;
@end
__attribute__((visibility("default")))
@interface UnityBridgeAPI: NSObject
+ (void) registerAPIForNativeCalls:(id<UnityBridgeNativeCallsProtocol>)proxy;
@end
#endif /* NativeCallProxy_h */
and when I try to compile exported project I get an error in Xcode.
How can I figure out it?
Just as the error says. You haven't defined "iOSUnloadUnityGame" that you have used in your NativeCallProxy class. You do have a method called "unloadUnityGame".
Answered by Daniel Ryan on January 29, 2021
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