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Call native plug-ins for iOS

Understand how to run code when your application is running on a device.
Read time 1 minuteLast updated 14 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
Assets
folder.

Use conditional compilation

Platform-dependent compilation is faster than checking
Application.platform
because it’s evaluated at compile time, rather than runtime.
Use the following pattern:
void MyMethod(){#if UNITY_IOS && !UNITY_EDITOR CallNativeMethodImplementation();#else CallEditorMethodImplementation();#endif}

Check the platform at runtime

Alternatively, check
Application.platform
at runtime and return placeholder values in the Editor:
void MyMethod(){ if (Application.platform != RuntimePlatform.OSXEditor) { return _GetLookupStatus(); } else { return "Done"; }}

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