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Question by steakpinball · May 01, 2017 at 05:29 PM · editorpluginswindows store appmanaged

How to have a plugin work on Standalone, iOS, WSA, and Editor?

I built a plugin, and it works great on Standalone, iOS, WebGL, Android, and Editor. It now needs to support Universal Windows Platform. Unfortunately it doesn't work when building to UWP because of dependencies on SharpZipLib and Mono.Data. I was able to build a version of the plugin which works with .NET Core just fine. However, this version won't work on the other platforms because Unity runs Mono instead of .NET.

The page at https://docs.unity3d.com/Manual/windowsstore-plugins.html makes it sound like it's possible to have a UWP specific version of plugins. But when the existing plugin is used as a placeholder it doesn't build, because the compiler pulls dependencies from the placeholder. So not any better off.

I was able to make a third version of the plugin with only dependencies compatible with Mono and UWP to use as a placeholder for the UWP plugin. This builds and runs on Mono platforms as well as UWP. However, in order to remove those dependencies I had to break functionality. That means the third plugin doesn't work in the editor. Meaning anything using the plugin doesn't work in the editor either.

Is there a plugin setup which works across all platforms and the editor?

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