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Loading Windows 10 DLL. "This operation is only valid in the context of an app container"

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I am currently working on a native plugin for Unity involving other static libraries (dependencies). I have recently upgraded to Windows 10, and am running the most current Unity. I followed instructions and dropped my dll in the Plugin's folder within Assets, but when running in editor I get the error in the title. The dll fails to load and subsequent calls to imported methods gives me "file not found ". Here is my local c# referencing the dll: public class video : MonoBehaviour { public string videoName; public string folder; public bool isPlaying; [Range(0.0f, 100.0f)] public float videoTime; public delegate void FrameCallback(int id, IntPtr data, int width, int height); public FrameCallback frameHandler; [DllImport("ffmpegForUnity")] public static extern int initVideo(string name, string folder); [DllImport("ffmpegForUnity")] public static extern int setFrameCallback(FrameCallback fn); [DllImport("ffmpegForUnity")] public static extern void getVideoFrame(); public struct Frame { public int id; public byte[] data; public int width; public int height; } Frame mFrame; // Use this for initialization void Start () { //set up video context initVideo(videoName, folder); frameHandler = new FrameCallback(FrameHandler); setFrameCallback(frameHandler); } and the header file for my dll: #ifdef FFMPEGFORUNITY_EXPORTS #define FFMPEGFORUNITY_API __declspec(dllexport) #else #define FFMPEGFORUNITY_API __declspec(dllimport) #endif extern "C" { #include #include #include #include } using FrameCallback = void(*)(int id, uint8_t* data, int width, int height); FrameCallback mFrameCallback = NULL; namespace ffmpegForUnity { class videoHandler { public: static FFMPEGFORUNITY_API int initVideo(char* video, char* folder); static FFMPEGFORUNITY_API void* getVideoFrame(); static FFMPEGFORUNITY_API bool setFrameCallback(FrameCallback callbackMethod); }; } Has anyone run into this before? Googling has not helped. I found one other problem and the solution was to run the unity application in a visual studio simulator, but I want my plugin to be able to be used on multiple platforms, not just in the windows store.

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