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Question by The Stick · Apr 08, 2015 at 05:06 PM · plugindllnative pluginmanaged

Unity 5 Managed DLL considered Native

I have a DLL that I need to use to interface with a physical device. It comes in a few different formats - Managed with .NET 4.0, Managed with .NET 2.0, and Unmanaged (Unity's "Native"). I'm trying to use the Managed 2.0 DLL for my project, however Unity recognizes it as a Native Plugin, rather than the Managed Plugin that it is (or at least that I'm told).

I can manually reference it in the Visual Studio solution, and it works just fine, but it still throws a compiler error saying that the namespace doesn't exist. Are there any workarounds or settings that need to be applied to use this Plugin with my project?

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avatar image jashan · Aug 11, 2016 at 09:00 AM 0
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Unfortunately, I don't have a solution for this myself, yet. Happened to me after getting a project via GIT and a DLL that actually is managed is recognized wrongly as native. In the main project and two other machines where I did the same operations (one of them being a $$anonymous$$ac), it worked without a problem. But on two machines, I'm having this problem.

avatar image Bunny83 jashan · Aug 11, 2016 at 09:39 AM 0
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$$anonymous$$aybe it's a mixed mode assembly which contains both, managed code and unmanaged code? $$anonymous$$ost driver / interface DLLs are either wrappers for a native library or contain native code themselfs in order to communicate with custom hardware.

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