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Where do methods mocked with [WrapperlessIcall] [MethodImpl(MethodImplOptions.InternalCall)] end up?
A lot of the time when reflecting Unity's assemblies, we see dead ends like this:
// UnityEditor.SerializedObject
[WrapperlessIcall]
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern void Cache(int instanceID);
Where does this go from here? - To the C++ side? If so, where is this 'C++ side' located? is it baked into Unity.exe or something? How can we inspect further?
Thanks.
Answer by wibble82 · May 05, 2014 at 06:38 PM
Some go straight to the c++ side, some are calling dot net functions internal to unity. Either way, it will be calling into code that is built into the unity player (which is unity.exe when running the editor). You unfortunately can't dig into them though as far as I know - I'd love to stand corrected on that though!
Thanks for your answer. Yeah I figured, just wanted to see if somebody has something else to say.
Along with your way,Either way,for windows standalone publish from unity5, for the publish game to run all the stuff will go along with it. so either build into the exe or the dll inside ***_data folder will be there ,SO which is it ? or can you give further info? (I'm not do something wrong just for study) thanks in advance!Some go straight to the c++ side, some are calling dot net functions internal to unity. Either way, it will be calling into code that is built into the unity player