I am trying to import a dll into my Unity project. I have the dll copied into the Assets folder. When I try to "Add Reference" in Visual Studio, I keep getting this error.
Can anyone point to what issue may be causing this error? The dll in question is from the Native SDK for the Varjo headset. I am trying to import it so I can use the Native API from within my Unity project (requires functionality the Unity plugin does not provide).
Don't add the .dll to the references in visual project. Just drop it into your assets folder (better yet some subfolder).
To be able to use the relevant APIs from C# you will need to write a wrapper class similar to the one shown in this example:
https://docs.unity3d.com/Manual/NativePlugins.html
If you want you can give me a few examples of methods you want to call and I can show you how to expose them to c#.
Related
I am working with a C# version of ncurses called Curses Sharp. So far, I've been following the instructions on how to properly install it.
Through these instructions, I've been able to generate the following files:
When I try to add these as project references in Visual Studio 2019, however, only CursesSharp.dll will import. Attempting to import CursesWrapper.dll results in this error:
This file is necessary for the functioning of CursesSharp. However, I can't find anything online about how to properly import a wrapper into Visual Studio, or what I'm doing wrong. Any help is much appreciated.
Attempting to add just CursesSharp resulted in this error:
You don't need to reference that library directly. It appears tha CursesWrapper.dll is a C++ library that's imported by CursesSharp.dll via P/Invoke (native calls). Just reference CursesSharp.dll and you will be fine. The other library just needs to be present, but it is found automatically.
I'm a bit of a noob on that topic so I'm searching for help. I need to install this library (https://github.com/twcclegg/libphonenumber-csharp) for a unity project where I need to check phone numbers.
But as I always made simple games in unity I really don't know how to do that and I don't really know either what to search to find an answer.
If anyone of you knows how to do it, it will really make my day.
Thank you
Once do a build on a project you want to use in Unity, then find the DLL output from the build. I recommend you do Release Builds, but for now if you are not familiar with Visual Studio just use what you were able to build. If there are multiple directories then you only need one - the best one to use would be any labelled ".NET Standard" which it seems you have a .net standard 2.0 directory.
Go to your Unity project in the Assets folder, and if there isn't already a Plugins folder create one. Then in Assets/Plugins create a folder named whatever you want for the library - in this case PhoneNumber would be fine. So you would have Assets/Plugins/PhoneNumber and you would copy/paste the contents of your NetStandard2 folder there.
In the end you should have Assets/Plugins/PhoneNumber/PhoneNumber.dll
As soon as you have that dll, you can switch back to Unity and see if it worked by checking the Unity Console for any Errors. You might receive errors saying it could not load the DLL. Almost always if it can not load the DLL it is because of missing dependent DLLs - which is why I said to copy the entire folder contents inside the "NetStandard2" folder since it may contain more than just PhoneNumber.dll - it may have it's necessary dependent dlls also.
If not, you can read the error output and hopefully get a clue as to what dependent dlls are missing. You can also expand the Dependencies in Visual Studio.
Typically the DLL failing to be loaded in Unity is because of missing dependent DLLs. Expanding the Dependencies, which is found under the project name in the Solution Explorer window on the right side of Visual Studio, will show you what libraries it requires. Most of what you see under dependencies (if not all) will require a similarly named dll. Under the netstandard2.0 dependency I see System.Collections.Immutable - so you may need a System.Collections.Immutable.dll which should (usually) be in the output folder when you build the project. You would also need that dll in Unity in your PhoneNumber folder along with PhoneNumber.dll
I'm going to create my first managed plugin for Unity (2018.2) using Visual Studio Community for Mac (7.6.11 build 9).
I've read the documentation but I think that the step-by-step instructions are not meant to be followed on Visual Studio Community for Mac.
As you can see in the screenshot below, I've created several projects using each and every library template available.
All of them compiled successfully to a DLL targeting versions of .NET framework that are incompatible with Unity.
The only project I could change the .NET framework version to match Unity's 3.5 is the one based on the Other > .NET > Library.
Everything works fine but I'd like to know if the assumptions, the process and the final result are correct. Can you tell me, please?
I don't know the difference between the "Class" and the "Class Library" option but you're supposed to use the "Class Library" option. This is not the main point of this answer.
Two future issues you haven't solved yet:
1. Referencing Unity's API.
If you ever have to use any Unity library or API in youir plugin such as Vector3, you need to add Unity's UnityEngine.dll to your library settings. If you don't, you will run-time exceptions.
Go to Project --> Add Reference ---> Browse ---> Browse Button
then select <UnityInstallationDirecory>\Editor\Data\Managed\UnityEngine.dll. You can now build your managed plugin. Since you're using Mac, this path is different on your OS. On Mac, this could be /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll. You just have to find where UnityEngine.dll is located.
2. Invisible stack trace
With your current setup, if you run into error with your managed plugin, the stack trace won't be there. You won't have the file names and line numbers and this makes is very hard to debug your plugin code.
When you build the project, Visual Studio generates a PDB file instead of an MDB file. Unity can't use this directly. You have to convert the PDB files into MDB files.
From command line, run this:
<UnityInstallationDirecory>\Data\MonoBleedingEdge\lib\mono\4.5\pdb2mdb.exe UnmanagedPlugin.dll
Again, the path might be different on Mac, you just need to find "pdb2mdb.exe" that converts the PDB files into MDB files.
After that, copy the MDB and dll file into the "Assets" folder in your Unity project.
I installed Unity 2017 with Visual Studio 2017. I am attempting to add an external DLL to the Visual Studio project through the solution explorer. When I right click on References, the "Add Reference" option is completely missing!
I'm trying to use NpgSQL. Hence, the need to add npgsql.dll.
Can anyone give light?
The Add Reference... is in a different place in this case.
Things to do in Unity:
Create a folder named Plugins as a child to your Assets folder. (Assets\Plugins...)
Next copy your DLL to this plugins folder. You can do this using Windows Explorer or just drag it into the folder in the Unity editor, like shown:
Things to do in Visual Studio:
Click on Analyzers in your project as shown below, then click Project from your menu, then navigate to Add Reference...:
Now Browse to your DLL:
And... there it is:
Accepted Brien's answer (Thank you, Brien!).
I'm adding my own answer pertinent to Npgsql.dll, because it's apparently a common problem all over the internet with poor documentation. If you got here from google about Npgsql.dll then read on:
Unity (for some unknown reason) comes bundled with it's own npgsql.dll inside of the application mono/2_0 folder. Some people have reported conflicts with this.
Many of the npgsql.dll versions currently do not work with Unity. Attempting to include them in Unity's assets will cause Unity to throw a Type error. This is what caused me to think that I needed to add the file as a reference in C#. This is why I came here and asked the question about Add Reference. But, with Unity, this was simply wrong on my part.
As far as I can tell, Unity insists on managing all project properties and references for you. Both managed and unmanaged DLLs must be added via Unity assets. Even Visual Studio project properties cannot be changed within Visual Studio for Unity. And if you attempt to edit the .csproj files (for instance to disable compiler warnings), Unity will overwrite the .csproj files completely next time you load your Unity project.
Anyone who has problems getting Npgsql.dll to work in Unity needs to use the proper Unity workflow where you drop npgsql.dll into Unity assets. If you get errors, it's an npgsql.dll version conflict. Try other versions of the dll first.
This gentleman has provided a Unity specific build to resolve a namespace conflict (Just pull the dll from the bin folder on the Github link):
Unity NPGSQL.DLL
Unity 2017 currently allows you to change to .NET 4.6 as an experimental setting. Some people have toyed with using that setting to get newer versions of npgsql.dll to work properly, but they report intermittent results. For now, I solved my problem with Unitynpgsql.dll. It's an older build, so hopefully I won't run into any features I need that it doesn't support. If so, I'll probably just work around them.
To anyone else trying to make npgsql.dll work in Unity: do not despair, just try to resolve the version conflicts. Also here is another relevant recent thread about it:
Barebones Master Server Npgsql.dll Issue - January 2018
I'm trying to make a very simple Xamarin.Forms test application to explore some features of the System.Data.SQLite package (namely encryption). However, I can't seem to get Visual Studio 2012 to add a reference to the package to the project.
Here are the steps I am taking:
Created a new Xamarin.Forms Portable blank app.
Right-click on TestApp (core project) and select Manage NuGet Packages
Search for "sqlite"
Install the "System.Data.SQLite (x86/x64)" package. (This package is version 1.0.97.0 and it is described as "the official SQLite database engine for both x86 and x64 along with the ADO.NET provider.")
According to NuGet, the package was successfully installed.
However, I cannot see the reference added under my project's "References" folder, and I also cannot write "using System.Data.SQLite" without errors ("cannot resolve symbol 'Data'"). Does anyone have any idea why this is happening?
On a side note, I can follow the exact same process described above except instead of creating a Xamarin.Forms Portable blank app, I choose a regular C# console app. This allows me to install the NuGet package fine and it shows up in references as expected.
Posting an update to share what I've learned.
So as Jason sort of alluded to in his answer, the reason I was not able to reference the package in my Xamarin.Forms project is because Xamarin.Forms is, by definition, a PCL project. It's meant to work on all platforms. The package I was referring to in my question is not a PCL, which means that anything in the package that is platform dependent is inaccessable (which is basically the entire package). The SQLite.Net-PCL package is basically the same thing as System.Data.SQLite, but in PCL form, which means it is compatible for use in a Xamarin.Forms project.
Following this logic, it makes sense that I was able to access System.Data.SQLite from a console project, since a console project is not a PCL project and it targets a specific platform.
For PCL projects, use SQLite.Net-PCL.