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Question by NinjaSudo · Mar 12, 2014 at 12:45 AM · unity-androidunity iosevent handlersunity plugin

How to load iOS & Android plugins at earliest stage in app LifeCycle?

I'm looking to build a plugin for Unity that requires me to load in the earliest points of an Android and iOS application but I also get information from Unity Exception Handlers so need to ensure those get initialized as well.

For iOS, I didn't find any reference to a way you can extend the UnityPlayerActivity to ensure you initialize early and still get the Unity Exception Handlers.

For Android, there was explanation of that here with the Override Example. However, I'm wondering if there are best practices around how I can ensure I efficiently am able to pass parameters to methods called this early either from Unity or a modifiable resource.

Any help on finding some best practices for passing the parameters for both iOS and Android at those stages and ensuring that I can hook up the Unity Exception Handler in my plugin within the application/unity player lifecycle.

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