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DLLNotFoundException Only when "build & run"

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Hi, I'm using a DLL (c++) in a C# Script. Everything works fine. But when I build the .exe file and start the game, is throws the DLLNotFoundException. I put the dll file everywhere it possible could be searched by the game but the exception shows up every time. Anyone dealt with the same problem?

Where do dependent dylibs go in os x - dllnotfoundexception

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I have read much commentary about solving the 'chained dlls' problem by placing the dependent dll in the editor folder. But there is no editor folder on a mac - and I have not seen any commentary on this problem on the mac. So where should the dependent libraries go? I assume somewhere in the application bundle - but exactly where would be nice to know! Thanks for any help ... Using Unity Pro 4.2.0f4 (on 30 day trial), with mountain lion, 10.8.4

Get Exception DLL Not Found

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I create C++ DLL using Visual C++ 2008 SP1. In editor I placed dll file in root of project folder. I using Pinvoke to call the dll file. All is fine even build the project and place dll file in same folder as exe. The problem is occur when I run the build in machine that doesn't have Visual C++ 2008 SP1. Get exception dll not found. I search google and they say to install Visual C++ 2008 SP1 Redistributable. I have install all Redistributable available in Microsoft website and keep getting exception dll not found. I don't want to install Visual C++ 2008 SP1 in other machine only for running the build. Anyone has solution for this? or I have missing something? This is the version Visual C++ 2008 redistributable that I have install in other machine: 1. Microsoft Visual C++ 2008 Redistributable 9.0.21022 2. Microsoft Visual C++ 2008 Redistributable 9.0.30729 3. Microsoft Visual C++ 2008 Redistributable 9.0.30729.17 4. Microsoft Visual C++ 2008 Redistributable 9.0.30729.4148 5. Microsoft Visual C++ 2008 Redistributable 9.0.30729.6161

Every time I re-open Unity, I have to rebuild one of my external DLLs

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I have a DLL that I'm including in my Unity project. Every time I re-open Unity, though, I get the following error:> FileNotFoundException: Could not load file or assembly 'DataCommon, Version=1.0.5012.34874, Culture=neutral, PublicKeyToken=null' or one of its dependencies. DataCommon.dll is exactly where Unity thinks it is ("Show in Explorer" even works properly), I can see it right now. If I rebuild DataCommon and overwrite the DLL, the error will go away and everything will work properly, but if I then close Unity and re-open it, I'll get the error again. What might cause behavior like this? I'm not really sure how to address this. Nothing looks out of place, and as I said if I just rebuild the DLL (copying over the same copy doesn't work, it's like it needs to increment the file's updated time), there are no problems. I've tried updating to the latest version of Unity Pro (4.2.1f4, previously 4.2.0), but that didn't help. I'm running Windows 7, 64-bit, and the DLL in question is targeting .net 3.5. I appreciate any help or suggestions.

How to use Yeppp! in Unity?

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I'm currently trying to use Yeppp! (which promises SIMD-instructions to be usable in C#, thus offering potentially huge improvements in terms of speed). According to the site (http://docs.yeppp.info/cs/index.html), all that needs to be done is include the yeppp-clr.dll, after which you are ready to use Yeppp! within C#. I've put the dll in "assets", which is normally enough to use dll's within Unity. However, whenever I run the code (in which I call a function from the dll), I get the error "DllNotFoundException; yeppp". This is strange, because inside MonoDevelop, I do get function-suggestion, so MonoDevelop knows that the dll exists and is aware of its contents. I've been trying to solve this problem for hours. So my question is; Can anyone get Yeppp! to work within Unity and tell me what I did wrong (the files needed can be downloaded for free at the site I just mentioned)? Thanks in advance and please mention if you need more information, I will be happy to provide it.

Fallback handler could not load library

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Hello all, first time asker, long time reader. I have been using unity for the past couple of years and have never actually had to ask a question, since the forums and UA are so full of information - so this is a first for me. I'm working on a personal project using the MoveFramework library found here: [https://code.google.com/p/moveframework/][1] The framework consists of a low level library which is distributed as a set of DLLs. There is also a simple example of a C# wrapper that can be used to call into the library. In fact, this setup seemed to work well - I had it up and running quite nicely with only a little cleanup code in Unity 4.2. Then I decided to upgrade to Unity 4.3, and that's when everything came to a grinding halt. First I started getting DllNotFoundExceptions, which I was eventually able to resolve intermittently (it appears that Unity calls into one of the dlls that I don't have the source for and leaves it running, I found a way to force quit that dll), but now the editor simply crashes when using the library (pressing play). As a matter of fact, it appears to be crashing when loading the library - before any MonoBehavior script calls are made, this seems to be the case as I can't capture anything in the Mono debugger, and trying to capture the Dll initialization in Visual Studio is also not working. I can, however, attach the visual studio debugger to unity and at least get the console output. when the crash occurs, visual studio does break, but with no callstack or disassembly, and a rather bleak `"Unhandled exception at 0x0b790c41 in Unity.exe: 0xC0000005: Access violation writing location 0xfffffffc."` as if a null or invalid pointer were dereferenced (the memory addresses aren't always the same). I have since tried to regress back to Unity 4.2, but to no avail. On the occasion that it doesn't crash it gives me output like this in Visual Studio: > 'Unity.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\MF_CWrapper.dll', Symbols loaded.> 'Unity.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\MoveManager.dll', Symbols loaded.> 'Unity.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\CLEyeMulticam.dll', Binary was not built with debug information.> 'Unity.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\hidapi.dll', Cannot find or open the PDB file> 'Unity.exe': Loaded 'C:\Windows\SysWOW64\msvcr100.dll', Cannot find or open the PDB file> 'Unity.exe': Loaded 'C:\Windows\SysWOW64\msvcp100.dll', Cannot find or open the PDB file> 'Unity.exe': Loaded 'C:\Windows\SysWOW64\irprops.cpl', Cannot find or open the PDB file> First-chance exception at 0x00000000 in Unity.exe: 0xC0000005: Access violation.> 'Unity.exe': Unloaded 'C:\Users\Dan\Documents\MoveProject\MF_CWrapper.dll'> 'Unity.exe': Unloaded 'C:\Users\Dan\Documents\MoveProject\MoveManager.dll'> 'Unity.exe': Unloaded 'C:\Windows\SysWOW64\irprops.cpl'> 'Unity.exe': Unloaded 'C:\Windows\SysWOW64\msvcp100.dll'> 'Unity.exe': Unloaded 'C:\Users\Dan\Documents\MoveProject\hidapi.dll'> 'Unity.exe': Unloaded 'C:\Windows\SysWOW64\msvcr100.dll'> 'Unity.exe': Unloaded 'C:\Users\Dan\Documents\MoveProject\CLEyeMulticam.dll'> Fallback handler could not load library C:/Program Files (x86)/Unity/Editor/Data/Mono/lib/MF_CWrapper.dll> Fallback handler could not load library C:/Program Files (x86)/Unity/Editor/Data/Mono/lib/.\MF_CWrapper.dll The "Fallback handler could not load" message will be given with lots of different variations on the MF_CWrapper.dll name (this is the dll called from the C# wrapper), and of course that dll is not in the Editor/Data/Mono/lib folder - putting it there makes no difference and I'm pretty sure it's not supposed to be in there anyway. The only thing Unity related that I could find concerning that message was: [http://forum.unity3d.com/threads/191966-Fallback-handler-could-not-load-Library-Unity-4-2-OSX-10-8-4-standalone][2] As suggested by the thread above, the application works when built, it just does not work in the editor. Unfortunately that thread didn't matriculate any answers. Answers to possibly common questions: - The dlls that it is trying to load are the correct dlls. When I create a standalone Mono console project to test the above dlls everything works fine - the moves are initialized and the camera starts up and tracking works great. It just is not working at all in Unity any more. - I've tried moving the dlls to the Editor folder, to the Unity project folder and the plugins folder - it's not having any problems finding the dlls, just having problems loading them. - The functions that are external in the MF_CWrapper.dll are all declared: extern "C" __declspec(dllexport) - Changing the function declarations results in DllEntryPointNotFound errors due to name mangling. I've been struggling with this for a couple of days, I sure hope someone has seen something like this with the editor before! Oh, and Happy New Year! =Dan ### Update ### Running the standalone player in the debugger it looks like it's loading the Visual Studio redistributables from the local folder rather than the windows system folder (which is where the Editor loads them from even if they are placed in the local folder). Output from the standalone player: 'MoveProject.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\MF_CWrapper.dll', Symbols loaded. 'MoveProject.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\MoveManager.dll', Symbols loaded. 'MoveProject.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\CLEyeMulticam.dll', Binary was not built with debug information. 'MoveProject.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\hidapi.dll', Cannot find or open the PDB file 'MoveProject.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\msvcr100.dll', Cannot find or open the PDB file 'MoveProject.exe': Loaded 'C:\Users\Dan\Documents\MoveProject\msvcp100.dll', Cannot find or open the PDB file 'MoveProject.exe': Loaded 'C:\Windows\SysWOW64\irprops.cpl', Cannot find or open the PDB file 'MoveProject.exe': Loaded 'C:\Windows\SysWOW64\wsock32.dll', Cannot find or open the PDB file However deleting / renaming the msvcr100.dll and msvcp100.dll to force the editor to load the one in the local folder makes no difference, still crashes in the editor. ## TL;DR ## I have a set of interdependent dlls that work fine in the standalone player but the editor either crashes or reports DllNotFoundException. The editor will have a variant of `"First-chance exception at 0x197d4a49 in Unity.exe: 0xC0000005: Access violation writing location 0x0328dddc"` in the stdout when trying to load them (whether it crashes or reports DllNotFoundException). [1]: https://code.google.com/p/moveframework/ [2]: http://forum.unity3d.com/threads/191966-Fallback-handler-could-not-load-Library-Unity-4-2-OSX-10-8-4-standalone

Do I need Unity Android Pro to find sqlite3.dll

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I am trying to load an already populated database, but my android builds are unable to find sqlite3.dll. I found this solution which involved placing libsqlite3.so in Plugins/Android - >http://forum.unity3d.com/threads/97043-Sqlite-for-Android-help-please?p=686204#13 The solution did not work, however, someone else posted a package in case "somebody have troubles with not being able to load libsqlite3.so" - >http://forum.unity3d.com/threads/97043-Sqlite-for-Android-help-please/page2?p=705960&>viewfull=1#post705960 The package seemed to be what I was looking for, so I imported it and tried to build again but I got the following error - >Error building Player: SystemException: 'System.Net.Sockets' are supported only with >Unity Android Pro. Referenced from assembly 'Mono.Data.Tds'. Is Unity Android Pro necessary to find sqlite3.dll in Android builds? Is there any other way to load an already populated database?

DllNotFoundExeption: Help

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In my project I created a Plugins folder (named it "Plugins", of course) and in it I have three plugins that get imported from my c++ project. Every time I hit build content I have my dlls show up into the "Plugins" folder. The things is that I get a DllNotFoundExeption every time I run the game and it points to two out of my three plugins. Me and my teammates found online that you can solve this by placing the dlls in the the Assets folder. We did so, and as luck would have it, that solved it, by moving the two dlls that were giving us the error it solved it. We left the one dlls that was fine where it was inside the Plugins folder. But something was nagging at the back of my head that this would not solve our entire issue, and I was right. When w build the game and create our executable only one dll gets built, which is the only one that is within the Plugins folder. My question is: how do I fix my other two dlls so I don't get that DllNotFoundExeption error? **UPDATED REPORT** I found that the one dll that works is done in C# while the other two that don't seem to work inside the Plugins folder are made in C++. So my new question is how do I get Unity to accept those two dlls within the Plugins folder, or is that not possible for c++ plugins?

Using Java libraries in Unity C# project through IKVM.net: msvcrt dll-not-found

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Hello guys, I'm trying to access my java libraries in a Unity C# project but Unity keeps throwing dll-not-found errors. I'm on Unity Pro 3.5.7 and Mac OS X 10.8.4. I'm using IKVM to convert java bytecode into .net dll and putting references to those in my Unity project, like the post here, [http://forum.unity3d.com/threads/494...e-inside-Unity][1]. First, I encountered the problem of MonoPosixHelper.dll not found error, which is stated here, [http://forum.unity3d.com/threads/999...lper-not-found][2]. According to Unity's dll map, which can be accessed here on a mac, /Applications/Unity/Unity.app/Contents/Frameworks/Mono/etc/mono/config, I found out that MonoPosixHelper.dll actually means libMonoPosixHelper.dylib, and the problem no longer exists after I made a copy of it into my Unity project folder. However, another problem appears after this one: DllNotFoundException: msvcrt. According to the same dll map I can see it's actually looking for libc.dylib, so I made a copy of that too, but it doesn't work this time. I tried copying it into my project folder, Assets sub folder, scripts sub folder and /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib folder but none of those worked. My java library runs well with a standalone Xamarin Studio C# project so I believe it's something weird Unity did with its Mono library. Does anyone have the same problem or has any ideas on where Unity actually looks for native dlls? (I think libMonoHelper.dylib is native too because it appeared in the library folder of Unity app's content folder, and that makes me wonder why Unity does not recognize that library in the first place) Here is a copy of my error message. ---------- DllNotFoundException: msvcrt Mono.Unix.Native.Syscall.CopyUtsname (Mono.Unix.Native.Utsname& to, Mono.Unix.Native._Utsname& from) Mono.Unix.Native.Syscall.uname (Mono.Unix.Native.Utsname& buf) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) ikvm.internal.MonoUtils.unameProperty (System.String ) ikvm.internal.Util..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for ikvm.internal.Util java.lang.VMSystemProperties.getLibraryPath () java.lang.VMSystemProperties.initCommonProperties (java.util.Properties ) java.lang.VMSystemProperties.initProperties (java.util.Properties ) java.lang.Props..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for java.lang.Props java.lang.System.lineSeparator () sun.misc.VM..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for sun.misc.VM java.nio.Bits..cctor () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for java.nio.Bits java.nio.ByteBuffer..ctor (Int32 , Int32 , Int32 , Int32 , System.Byte[] , Int32 ) java.nio.HeapByteBuffer..ctor (Int32 , Int32 ) java.nio.ByteBuffer.allocate (Int32 capacity) net.named_data.jndn.util.Blob..ctor (System.Int32[] value) TestEncodeDecodeInterest.Test () (at Assets/Scripts/init.cs:81) init.Start () (at Assets/Scripts/init.cs:128) ======================================== [1]: http://forum.unity3d.com/threads/49483-Ideas-needed-for-debugging-using-Java-code-inside-Unity [2]: http://forum.unity3d.com/threads/99951-MonoPosixHelper-not-found

Sqlite3.dll not found on specific Android devices

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When trying to read a sqlite database on Android devices we received the following error:>Unable to find sqlite3.dll DllNotFoundException: sqlite3.dll We researched the problem and found a solution here: >http://forum.unity3d.com/threads/97043-Sqlite-for-Android-help-please?p=686204#13 The solution involves putting a file called libsqlite3.so in Plugins/Android/ This fixed the problem on some Android devices but not others. Specifically, we are now able to read the database on a Nexus 7, but not on a Kindle Fire HD. The error message when running on Kindle Fire HD is the same (dll not found) as before. Has anyone else had a similar problem where sqlite3.dll can be found only on specific Android devices?

use [DllImport("xxxx")] for .so with other .so

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it success for just only one .so(with funtion add(a,b){return a+b}) but, if this one .so(with function add(a){return a+getSomeThing()}) has use other .so(with function getSomeThing(){return 5}) ,it is not work,said "DllnotfoundException" , how should i do , emm~~ i ask for something before ,but here has no one reply me .. i hope this will change,thanks a lot~

Fallback handler could not load library on Windows 8

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I am making a game in Unity Pro which uses an external C++ DLL. The HARDWARE_INTERFACE.DLL is wrapped into a class like this: class HARDWARE { [DllImport("HARDWARE_INTERFACE")] public static extern bool HARDWARE_Open() ; } The DLL itself is located in `Assets/Plugins/`. This is working fine in the editor, and also in a generic Windows build on the development machine which runs Windows 7. In the build, the DLLs are in `unity_app/unity_app_Data/Plugins/`. However if I transfer the build to a Windows 8 Desktop machine, the log yields Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/.\C:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/.\C:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/libC:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/.\libC:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/libC:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/.\C:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/.\C:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/libC:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/.\libC:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll Fallback handler could not load library C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/libC:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll DllNotFoundException: C:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll at (wrapper managed-to-native) HARDWARE:HARDWARE_Open () It looks as if the whole path to the DLL (`C:/Users/user/Desktop/unity_app/unity_app_Data/Plugins/HARDWARE_INTERFACE.dll`) is being appended to the search paths (`C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/`, `C:/Users/user/Desktop/unity_app/unity_app_Data/Mono/lib`), which of course is nonsense. How can I make Unity / Mono find the DLLs on the Windows 8 machine? Any hints will be appreciated.

DllNotFoundException : MonoPosixHelper

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Hi everyone ! i've got two issue with my app. First, I create an app on Unity which communicates with an Arduino through serial port and it work really fine on my computer (windows 7) but when i build it on an Android tablet, "DllNotFoundException : MonoPosixHelper" appears on debug console. Second, how you do to find what port number use to open serialPort of Android tablet. Thanks a lot for futures reply. A.

OpenCVSharp missing dll

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Hey, I am trying to use OpenCVSharp to do face tracking and download the Dll from here : [OpenCvSharp][1]. Everything is good in editor, but I have two question here: 1. In editor mode, It always show up the debug message "DllNotFoundException" when I press the play button at first time, but it will fine at second time......why? 2. when I build the exe file, Development Build Message still told me "DllNotFoundException". I'm sure all Dll is put in "Assets/Plugins" and change player setting ".Net 2.0 subset" to ".Net 2.0" ,but it still can't work. Could someone help me? Here can download my project -> [Here][2] [1]: https://github.com/shimat/opencvsharp/releases [2]: https://drive.google.com/file/d/0Bz3ZQVqc1j6gaEFTZ1poek1HZnc/edit?usp=sharing

DLL NOT FOUND EXCEPTION even after following procedure

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Hello Guys, I have a Game in Unity3d that uses VRPNWrapper.dll to stream the values from a 3D motion sensor. The application was working very well in my PC as well as a laptop. I got a new laptop and the application gives an error DLLNOTFOUNDEXCPETION. I have checked the following things and it is still not working 1) The path of DLL is correct in the program. It is C:\VRPNWRAPER\VRPNWRAPER 2) It is working very well in other PC;s or laptops so I installed Visual Express C++ and Visual Express C# 3) I have also used dependency walker or CFF explorer to check if any other DLL's are missing. I found a few DLLs missing that I downloaded from internet n copied to windows. The DLLs are not missing anymore.

Steamworks on Mac throws DllNotFoundException

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Bumping this to see if anyone has any ideas. See the post [here][1] for the previous post on this subject. I'm trying to get Lumosity's Steamworks to work on Mac. I followed the instructions for the Mac .bundle file and ran into the same problem that Majicpanda encountered: > ...trying to build to OSX or using it> on my MacBook with OSX isn't working> either. Followed the PDF exactly for> file structure and copied over the> right libsteam_api.dylib to the> project and still getting> DllNotFoundException:> SteamworksNative.​ Has anyone got Steamworks working on a Mac? If so, can you please post your solution. Thanks! tldr; Followed instructions w/Steamworks notes, ran game in editor (4.5.1) and got the error "DllNotFoundException: SteamworksNative" stack trace below. DllNotFoundException: SteamworksNative ManagedSteam.Steam.RestartAppIfNecessary (UInt32 ownAppID) Steamworks.Awake () (at Assets/Plugins/Example Code/Steamworks.cs:70) [1]: http://forum.unity3d.com/threads/steamworks-for-unity.110416/page-2#post-1762334

FileNotFoundException: Could not load file or assembly

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I've looked at all the similar questions about this error but none of them seem to cover my issue. I have a .DLL I build in MonoDevelop. I copy that .DLL to /Assets/Plugins. That has worked for 8 months. Today it stopped working. I don't know what I changed that could possibly have broken it. At this point, every time I compile and copy the new .DLL to replace the old .DLL in Assets/Plugins I get one more error. Help!?! ![alt text][1] [1]: /storage/temp/36463-screen+shot+2014-12-04+at+17.44.13+.png

Unity plugin setting issue: DllNotFoundException

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Hi, I felt embarrassed to ask this question. But after trying 1 week googling and try/error, I also found that there is no one encounter this issue. So, I hope to collect some thoughts about why it happen and how to solve this. I am trying to rebuild plugin on MacOSX only. For some reasons, the 2 basic Unity plugin samples (SimplestPluginExample, RenderingPluginExample45) doesn't work after building on Xcode. The runtime error message is all about "DllNotFoundException". Without mentioning, it also fail for the new functions I created following exact same syntax on both head, C++ (Xcode) and C# (Unity). Here is what I did before building sample: 1. Change "Architecture" to Universal(32/64bit) in Xcode Build Setting. 2. Change "BaseSDK" to Lastest OSX 3. (Only for RenderingPluginExample45) Add #include in c++ 4. Build project, and copy/replace the .bundle file to the Unity Asset/Plugins folder I am runing Unity 4.6.1, Xcode 6.1.1, MacOSX 10.10.1 Can anyone show me how you create a plugin from scratch, or add new function in this sample project? http://docs.unity3d.com/Manual/PluginsForDesktop.html Thanks a lot.

Why rebuilt Unity sample plugin doesn't work in editor?

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Hi, Has anyone encounter same issue before as below? On OSX 10.9+, Xcode 4.x, and Unity 4.5+, the Unity sample plugin does work in UnityPlayer (after built in Editor), but not within Editor (EntryPointNotFound or DllNotFound). And also, is it normal if the .bundle file was 26KB from sample, but the one I built is only 6KB? p.s. I used the sample plugin from Unity, and make sure I follow all steps and hints on the page. Thanks for any hint.

Using uEye Cameras in an Extension on a 64-bit machine

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I'm working on a project where we're using an [IDS uEye][1] machine vision camera. I wrote an extension that's supposed to read the camera and report back to Unity. Using DependencyWalker, I see that it's dependent on ueye_api.dll. Because I'm on a 64-bit machine, there's no such dll, but there is a ueye_api_64.dll. I put ueye_api_64.dll in the Assets/Plugins folder, and in the C:\Program Files (x86)\Unity\Editor folder, but I'm still getting the DLLNotFoundException. Has anybody used this or a similar camera before? Any help would be appreciated. [1]: http://www.ids-imaging.com/
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