Search Issue Tracker
By Design
Votes
0
Found in
2017.1.1p3
Issue ID
968448
Regression
No
UnityPluginLoad is not called on 32-bit Windows
To reproduce:
1) Open attached project
2) Build x86 Win Standalone build and run it
Expected: Plugin is run and marked so on-screen text
Actual: It is not
Reproduced in 2017.1.1p3, 2018.1.0a3
Comments (2)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VisionOS Player and Simulator crashes on "nw_read_request_report [C1] Receive failed with error "No message available on STREAM"" when playing a video through VisionOSVideoComponent
- Shader starts acting unexpectedly when SV_primitiveID is used in a Hull/Domain Shader
- [iOS] "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously when using specific Project Settings and Anti-aliasing is enabled
- Inconsistent help box font size in Project Settings window
- Local package MonoBehaviour scripts appear as missing after updating the project when the project and package paths share the same prefix
vuplex
Sep 12, 2019 22:20
I just ran into this issue and followed the steps in this helpful article to resolve it:
https://medium.com/@bengreenier/building-native-unity-plugins-with-visual-studio-8f470e5af9ca
The gist is that the UnityPluginLoad function gets prefixed with an underscore when building for x86 (_UnityPluginLoad) unless you use a .def file. This article I linked to provides an example of a .def file and describes how to set it in Visual Studio.
SteffanDonalLIV
Mar 30, 2018 17:46
Not sure if anyone is looking at this anymore, but can anyone suggest a workaround if this is intended?
Perhaps a link to documentation?