Posts Tagged plugin

C++ Scripting: Part 2

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Last week we began the series by establishing two-way communication between C# and C++. We used object handles to pass class instances between the two languages. Everything was going great, but then there was a major productivity problem: we had to restart the Unity editor every time we changed the C++ plugin. Today’s article is all about how to overcome that obstacle so you can iterate on your code just like with C#.

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C++ Scripting: Part 1

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For all of the nice things about C#, writing code with it also comes with a lot of downsides. We spend so much time working around the garbage collector, working around IL2CPP, and worrying about what’ll happen if we use a foreach loop. Today’s article starts a series that explores what would happen if we escaped .NET and wrote our code as a C++ plugin instead of using C#.

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