- Home /
How do I implement a third party API into Unity?
Hi All,
I've googled around for specific API related stuff but can't find anything solid. Maybe my google skills need improving! I have been asked to incorporate some third party APIs into my Unity Basic iOS Application (Fuse API, Fuse Push Notification etc)
Quite simply I have no experience doing this, and now is always a good time to learn.
So my question: Is there a good tutorial on how to start with this, for someone who has not tackled the subject before- if so, where?
Any other information as to how to proceed here is welcome also!
Cheers!
No link to api in question.
This probably isn't the best place to get support for someone other than Unity's code. Does this API have a forum?
You'll want to at a very $$anonymous$$imum poke around in the unity forums to see if anyone has time for a personal walk thru. It's important to keep the questions here as on-topic as possible.
Cheers for your feedback. I have tried to keep the question itself "open" as to what the API itself is. In my instance I will be provided with several libraries on a later date, thus there is no link. I will need to know what I'm supposed to do with it when i get it, though.
$$anonymous$$y question really is, how to go about implementing an external library into Unity- be it S$$anonymous$$m, or BFG's API, or a publishers proprietary API.
I have searched enough to now know that if it is a c# library I could (I think) just plonk it in the Plugins folder inside Unity, but other than that, I am still lost. I have a feeling these APIs are going to be in C++. :-)
This would be handy to know, as Immersion has handy hepatic feedback an "include" away - so to speak. I believe its in Java, and I don't know much about mixing Java into Unity's C#. Here's the link (though completely offtopic): http://www2.immersion.com/developers/index.php?option=com_content&view=category&layout=blog&id=119&Itemid=592
Answer by kromenak · Mar 06, 2012 at 07:49 PM
There is pretty extensive documentation available for this here:
http://unity3d.com/support/documentation/Manual/Plugins.html http://unity3d.com/support/documentation/Manual/PluginsForIOS.html http://unity3d.com/support/documentation/Manual/PluginsForAndroid.html
Lucky for you, it looks like plugins are allowed in the basic version of Unity on mobile platforms.
The real trick is automating the whole process so that you don't have to muck around in XCode to set up the libraries. The guys at Prime31 do a good job of making it all as painless as possible; if you have the funds (they are relatively cheap), it might be more cost-effective to just grab one of their plugins if you can.
Excellent, thank you! Not entirely sure how I missed those!