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Question by meroon · May 08, 2014 at 09:22 PM · importing assetsgame editorunity plugin

Using C++ libraries for Editor extensions

Hey all,

I'm testing out the feasibility of using unity for a mini-game based on an already established IP. Many of the assets are in a proprietary format (rigs, meshes, animations, etc.), therefore the core engine already has C++ libraries to parse the data.

I would really like to tap into this existing codebase by writing custom asset importers for each type, but I haven't seen any docs on using C++ for editor plugins. Is this possible? Or do I need a Unity license with source access?

Note: I have written plugins in C/C++, but only for runtime. So I'm familiar with the process, just can't find the info for the editor.

Thanks!

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avatar image Tarlius · May 09, 2014 at 09:01 AM 1
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If I recall correctly, some Asset Store items uses closed source editor extensions, ($$anonymous$$ixamo springs to $$anonymous$$d), so I believe it is very possible (without source access), but I don't know how to actually do it myself :(

I had a quick look around the documentation and would guess the syntax would be similar to the desktop implementations of plugins.

Prime31 plugins seem to just specify "using Prime31;" at the top of the source to link to their .dll, but I don't know whats actually in the dll. $$anonymous$$aybe you can compile a dll with a class then access members with just "using XYZ;"

Sorry I can't be more help :/

avatar image meroon · May 09, 2014 at 11:02 PM 0
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That's a great idea that I didn't think of. I'll see if compiling a dll and using it in my editor scripts works. Cheers!

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