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Debug.LogWarning($"Skipping attribute [{attrType.Name}] in function {nativeFunctionName} as it is not supported. However, adding the support should be ease.");
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Debug.LogWarning($"Skipping copy of attribute [{attrType.Name}] in function {nativeFunctionName} as it is not supported. However, if it is desirable to include it, adding such support should be easy. See the method that throws this exception.");
Copy file name to clipboardExpand all lines: scripts/Editor/DllManipulatorEditor.cs
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"Specifies how DLLs and functions will be loaded.\n\n"+
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"Lazy - All DLLs and functions are loaded each time they are called, if not loaded yet. This allows them to be easily unloaded and loaded within game execution.\n\n"+
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"Preloaded - Slight performance benefit over Lazy mode. All declared DLLs and functions are loaded at startup (OnEnable()) and not reloaded later. Mid-execution it's not safe to unload them unless game is paused.");
"Ensures synchronization required for native calls from any other than Unity main thread. Overhead might be few times higher, with uncontended locks.\n\n"+
Copy file name to clipboardExpand all lines: scripts/LowLevelPluginManager.cs
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@@ -40,7 +40,7 @@ public static void OnDllLoaded(NativeDll dll)
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}
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catch(DllNotFoundException)
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{
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Debug.LogWarning("StubLluiPlugin not found. UnityPluginLoad and UnityPluginUnload callbacks won't fire. If you didn't install UnityNativeTool from .unitypackage or it didn't contain the compiled plugin, you'll need to compile it manually. Alternatively, you may comment out this warning if you don't care about these callbacks.");
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Debug.LogWarning("StubLluiPlugin not found. UnityPluginLoad and UnityPluginUnload callbacks won't fire. If you didn't install UnityNativeTool from .unitypackage or it didn't contain the compiled plugin, you'll need to compile it manually. You may also comment out this warning if you don't care about these callbacks.");
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