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Question by dumbledad · Feb 07, 2017 at 02:08 PM · iosdll

Replacing Windows DLL with what in iOS?

I'm trying to deploy a Unity test app to iOS to understand what we will need to provide to developers wishing to use our device. The device is custom hardware and shows up in Windows as a HID device over USB or BLE.

In the Windows builds the Unity script calls functions exposed in a DLL written targeting the "Unity 3.5 .net Subset Base Class Libraries" as required. The functions in that DLL make native calls to Windows functions like HidP_GetCaps, SleepEx, ReadFileEx, etc.

Clearly that DLL is very Windows specific.

The calls into the DLL are mainly subscribing to events. For example here's the Start method in my Unity script

 void Start () {
     DeviceManager.Instance.DeviceConnected += DeviceConnected;
     DeviceManager.Instance.DeviceDisconnected += DeviceDisconnected;
     DeviceManager.Instance.Initialize(Communication.AllSupported);
 }

Unity prepares an Xcode project for me when I build this for iOS. What should I be making to replace the DLL so that Unity developers who want to write for our device can target iOS? Where do I replace the DLL calls to target this whatever-it-is?

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avatar image Landern · Feb 07, 2017 at 02:48 PM 0
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Platform specific code block inclusion:

https://docs.unity3d.com/$$anonymous$$anual/PlatformDependentCompilation.html

avatar image dumbledad · Feb 07, 2017 at 02:51 PM 0
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Thanks Landern. If I use that what replaces the Windows DLL for the iOS compilation. I cannot see how to make an iOS dynamically loaded class library.

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