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Using those pointers

In my last post I outlined a way to manage native object lifecycle from C# in Unity. But I skipped one of the conveniences of calling native functions. You can call a function without matching the declared type of the pointer parameters. That means you don’t need to use CFTypeRef everywhere. The pointer you have […]

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Unity iOS Native Pointer Pattern

One common situation I find myself in when developing for Unity on iOS is having to integrate with native APIs. Integrating native features is a nice touch for your apps and makes them feel at home running in iOS. It keeps your users familiar with platform conventions instead of having to learn some UI or […]

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Common WWW

Unity’s WWW class is quite powerful. Give it a URL and it will download that file in the background. Provide it with some form data and it will encode it properly and post it for you. It can even load files from inside your APK on Android. As powerful as the WWW class is, there […]

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Unity iOS Plugin Basics

One of my favorite things about Unity is how easy it is to port games to multiple platforms. The simplest of games require no work to target a new platform. Literally none. This makes developing in Unity a time saver because there are very small porting costs. However keeping the game purely within the engine […]

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Unity Property Drawer Attributes

The Unity editor is a really useful tool when making a game. A lot of its power comes from how customizable it is. If you want to make a new window to do some custom action it is as easy as writing code like you would for the game. Custom inspectors and property drawers are […]

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Unity Android Plugin Environment

I’ve recently begun work on android platform integrations into Crowman & Wolfboy. We’ve had a playable build of the game on Android for a while now, but some parts need more integration than others. I ended up having to write a java library for inclusion in the project. This posed a new problem for us. […]