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1DS C++ SDK bindings for Unity C# layer #1099
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…metry into maxgolov/shared_library
…t/cpp_client_telemetry into maxgolov/shared_library
…metry into maxgolov/shared_library
…metry into maxgolov/shared_library
…t/cpp_client_telemetry into maxgolov/shared_library
…Key specified on event
…e version to current v3.7
<Content Include="$(ProjectDir)\..\..\Solutions\out\Debug\x64\win32-dll\*.*" Visible="False" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<PackageReference Include="System.Json" Version="4.7.0" /> |
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While this works for .NET Standard 2.x , unfortunately Newtonsoft works better in Unity. I'm not changing it here since this will be taken care of elsewhere, in the implementation of Unity Package outside of 1DS repository.
using System.Diagnostics; | ||
using Microsoft.Telemetry.Core; | ||
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#if HAVE_SYSTEM_JSON |
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Need to define it.
@@ -0,0 +1,19 @@ | |||
# .NET Core wrapper example for 1DS C/C++ SDK | |||
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Note that this wrapper is incomplete simple reference implementation that illustrates how to use 1DS C API from cross-platform .NET Core application. |
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I'll change the wording of incomplete
to provides the same level of functionality as C API
, i.e. some features are accessible only from C++ layer. This still allows the native code initializer to use SetContext(...)
efficiently, to populate common known fields, like session id
, etc.. C# layer becomes guest
to host
initialized by native library.
In case the code under |
I can split it into two parts:
|
Yes, that will make sense. Thanks. |
Sorry for delay. We integrated it on our end, so I put it on a back-burner. |
C# projection layer - old work item #4
It took us a few years to realize that we finally need 1DS C++ SDK bindings for Unity C# code in Microsoft Mesh.
Implementation should work well under the following environments:
List of changes:
Unity wrapper will be maintained elsewhere outside of this repo.