So I built the library and ignored the errors (that is any that didn’t prevent building). But I still can’t call the library from Unity.
I tried a different route and made libraries strictly using text editors and CMake yesterday and the day before. I created both windows and Android libraries that I successfully called from Unity in their respective builds (for both 32-bit and 62-bit on Android), but I am having trouble getting OpenCV included in those builds (but I’ll post separately for that somewhere, I have pretty much no experience with CMake). However, this is proof that I am able to call .so libraries from Unity.
Because of my troubles with CMake I decided to try to just get a bare bones .so library built in Visual Studios from a clean project. Nothing in the code but a function that returns a hardcoded int. However, when using this library Unity still comes back with an error in Logcat stating:
“DLLNotFoundExepction: Unable to load DLL ‘name’: The specified module could not be found.”
In the same run I have my simple CMake made .so library that has the same simple function, and it works.
In Visual Studios I again selected “Dynamic Shared Library (Android)” and left all the project settings alone except I set:
LLVM libc++ shared library (c++_shared)
C++11 (-std=c++11)
Only other settings that were bolded, though they were set this way from the start were:
Clang 5.0
Dynamic Library (.so)
Anybody know why such a simple setup won’t work?