Call native plug-ins for iOS
Understand how to run code when your application is running on a device.
Read time 1 minuteLast updated 13 days ago
Understand how to run code when your application is running on a device.
You can call iOS native plug-ins only when your application runs on a device or in the Simulator. Wrap native method calls in a C# layer that checks the current platform and returns placeholder values in the Unity Editor, so your scripts don't fail. Store this C# file in your project's folder.
AssetsUse platform conditional compilation or to branch your code.
Application.platformUse conditional compilation
Platform-dependent compilation is faster than checking because it’s evaluated at compile time, rather than runtime.
Application.platformUse the following pattern:
void MyMethod(){#if UNITY_IOS && !UNITY_EDITOR CallNativeMethodImplementation();#else CallEditorMethodImplementation();#endif}
Check the platform at runtime
Alternatively, check at runtime and return placeholder values in the Editor:
Application.platformvoid MyMethod(){ if (Application.platform != RuntimePlatform.OSXEditor) { return _GetLookupStatus(); } else { return "Done"; }}